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Review of Buffy the Vampire Slayer: Monster Smackdown


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Introduction

The name’s Davenport. I review games.

Sometimes, I just don’t understand the people game companies send to my office.

No, I mean literally.

Take this screwball limey vampire dame who shows up the other day. Real cute for a dead broad, but I couldn’t make heads or tales outta what she had to say. Lucky for me that I still had the Universal Translator I pocketed while I was on that Spaceship Zero case a while back. I just set that gizmo on “Whimsical Nutjob-to-English,” and I was in business:

Limey Vampire Dame: “Have you seen the sky all full of black stars? The hands that put them there want you to sing.”

Translation: <“Hello. I am here on behalf of Eden Studios, Inc., who would like you to review Monster Smackdown.”>

Me: “Monster Smackdown, huh? Is that the ‘Monster Manual’ for Buffy the Vampire Slayer I’ve been hearin’ about?”

Limey Vampire Dame: “Careful, dearie! You’ll set the flowers to crying. Dark water spills over the pages, and all the sharp-toothed fishies tell their stories. The little babies must learn to swim, too. The woods are so very deep.”

Translation: <“Tut-tut. You mustn’t compare our books to d20 products. In any case, yes, this supplement includes almost all of the monsters from the TV series, but also features detailed information on the nature of vampires and demons, not to mention new Qualities allowing for monster PCs and a monster-filled adventure.”>

Me: “Okay, I’m game. Anything else?”

Limey Vampire Dame: “No. I must go now.”

Translation: <“Yes. I find you indescribably attractive. You fill my dark heart with an unholy desire the likes of which I have never before experienced. If you will only allow me to feed on your precious life’s blood, we may spend eternity together committing carnal acts which defy the laws of physics.”>

Hmm... Come to think of it, I may have had that gizmo set on “Whimsical Nutjob-to-Wishful Thinking” by mistake.

Anyhow, here’s the review.



Content


Chapter One: Welcome to the Hellmouth

After the usual “all about this book” jazz, the chapter gives a brief overview of the four broad categories of monsters in the Buffyverse: True Demons, demons on Earth, vampires, and… well, everything else, forming a solid foundation for the information provided later in the book.

Despite the chapter title, there’s not much here about the Hellmouth in Sunnydale – for that, you’ll have to wait for Welcome to Sunnydale. Instead, the chapter provides examples of additional/alternate hellmouths, all of which I find delightfully intriguing:

  • Marston, Massachusetts, a vaguely Innsmouthy coastal town in which a family holds a terrible generations-long demonic pact.
  • Bright Lake, Louisiana, where the collective rage of a ghostly family slain during a Civil War-era slave revolt wears thin the walls between the worlds.
  • Ruhigestadt, Bavaria, where an ancient vampire basks in the energies of the hellmouth beneath his castle and jealously guards it from supernatural claim-jumpers.
  • Phillipstown, New South Wales, defiantly built on the exact former location of Townsend, a colony that vanished without a trace in 1827, only two years after its founding.
  • Kovalensk, Siberia, built around the sealed-off laboratories of the Soviet Union’s supernatural Area 51.

Then it’s on through the Hellmouth and straight to Hell as the book offers examples of demon dimensions, all of them begging for use just as loudly as the hellmouths preceding them:

  • The Burning Dimension, where an infinite non-Euclidean (I just love that term…) maze of platforms, stairways, battlegrounds, and palaces float eternally over a multicolored inferno.
  • Hell Mall, nine stories of eternal consumer torment as gluttons find only horrid food and small portions at the food court, the vain find only outdated fashions and wrong sizes at clothing stores, etc. Sitting half-frozen into the ice skating rink, a fiend with three heads – Santa Claus, the Easter Bunny, and a big yellow smiley face – lords over the mall while feeding on screaming children.
  • Leviathan, a truly revolting world consisting entirely of one enormous demonic corpse – perhaps a True Demon or a Hellgod – and filled with swarms of equally disgusting demonic parasites.
  • The Laboratory, a sterile little dimension where a race of scientifically-minded demons work tirelessly to discover what separates humanity from demonkind – mostly by separating still-living humans from their vital organs, among other various mutilations and mutations.
  • Fairy-Tale Land, where the terrors of the Grimm Brothers thrive undiluted by modern sensibilities, and where you’d best figure out the rules governing story into which you’ve stumbled if you don’t want to be in the witch’s next pastry.


Chapter Two: Die Young, Live Forever

Vampire legends carry a heavy burden of inconsistencies. The Buffy and Angel shows have cleared up some of them in terms of their shared setting, but they’ve managed to throw in a few of their own along the way. So, how do you present a coherent version of these pesky bloodsuckers in RPG terms? I certainly wouldn’t want the job, but Monster Smackdown manages to provide answers – or, at least, suggest intriguing possible answers – to all of those annoying “what if’s” in an admirable fashion. Heck, it even answers questions that I’d never thought to ask.

Why, for example, can vampires talk and (as Spike frequently demonstrates) smoke, yet Angel can't give CPR? Do vampires need to sleep, and if not, why do they do it? Why do crosses work against vampires, but other holy symbols do not? What’s with the seemingly arbitrary time it takes for someone to turn vamp? And speaking of turning vamp, can a Slayer become a vamp? And if so, what happens?? This chapter covers all the bases.

It doesn’t lack for new vamp-related rules, either. In the damage department, for example, the chapter offers up new guidelines for how vamps handle massive blunt trauma and stab wounds (other than the wooden through-the-heart variety) in ways that mesh with series canon. Other rules govern vampiric starvation, and, conversely, the threats to patrons of those squicky vamp-bite dens where vamps get paid to feed.

Some new vampiric powers appear as well. Revivability, for example, allows the vamp to leave an intact skeleton behind after “dusting” – a vital component in a ritual to bring the vampire back to (un)life.

And then there’s shape-shifting.

Now, on the bright side, the section lists modifiers for various vampiric forms – not just the tired trio of bat/mist/wolf, but also cat, rat, raven, and snake. However, unlike the Buffy Corebook, this supplement seems to have taken Spike at his word that Dracula’s shape-shifting was nothing but “showy gypsy stuff,” and so treats this power as a spell rather than as an innate ability.

I have a hard time swallowing that theory.

First of all, it may be “showy,” but it’s undeniably handy, so why haven’t more vampires in the Buffyverse mastered it? And secondly, if it’s a gypsy thing, why aren’t gypsies more strongly associated with shape-changing – as opposed to spouting legends about and/or hanging out with shape-shifters – than are vampires? For that matter, if it’s such a blasé spell, why did Dracula’s shape-shifting so flummox Giles?

That’s just a minor annoyance in an otherwise highly informative chapter, though. I have to admire the author’s efforts in tackling some of the most complex philosophical issues regarding Buffyverse vampires – in particular, the nature of their morality.

On a related note, the chapter also offers some interesting new origins for “good” (or at least non-hostile) vampire PCs. What if the ghost of a vampire’s victim decided to return to reclaim its own body, fighting it out with the demon within, for example? (This puts me in mind of the Harrowed in Deadlands, in fact.)

On the flipside of both mortality and morality, the section on vampire hunters points out that normal humans who “fight fair” with vampires might as well stick apples in their mouths and sprigs of parsley in their pockets. (Those complaining about the seeming imbalance between human and nonhuman PCs in the Angel RPG would do well to read this bit.)


Chapter Three: From Hell

The “general demon” equivalent of the previous chapter, this section begins with a recap of the pre-history of demonkind and some observations on the demon types mentioned in Chapter One. Given that “demon” covers such a dizzying variety of entities in the Buffyverse, from Lovecraftian city-smashers to insubstantial possessing spirits to the supernatural’s answer to Klingons, the text does a fairly decent job of providing what useful information it can while emphasizing the lack of hard and fast rules for these creatures.

If vampires present some vexing moral questions, demons in general present still more – many of them clearly aren’t pure evil, and some even seem like decent sorts. Why, some of them might even have the demonic equivalent of souls. This chapter explorers these issues, again offering a series of intriguing possibilities.

Of course, the Big Bads of the demon world need cultists, and this chapter covers them as well. In particular, the section imports a modified version of the Spirit Patron concept from WitchCraft’s Abomination Codex. Basically, this allows powerful demons to grant various boons – mundane or supernatural – in exchange for balancing obligations. The concept could prove especially fun for Angel GMs, who can blindside PCs with previously mundane opponents suddenly sporting some of those nifty demon powers for the bargain price of one soul.

Then it’s on to the demons themselves. The chapter provides detailed descriptions of just about every demon even glimpsed in the series, complete with quick-play stat blocks:

Brotherhood of Seven Chaos Demons Dragon Fyarl Gavrok Spiders Ghora
Glark Guhl Kashma’nik Hellhounds Hellions Lei-Ach Leprechauns (sort of) Mangy Simian-Like Monster
Miquot Clan Mok’Tagar Nezzla Order of Taraka Queller Rwasundi
Sobekite Spawn Suvolte Vahrall Vengeance Demons

Now, I don’t really expect squeals of delighted recognition at the names Lei-Ach or Suvolte. My goal here is just to give you an idea of the book’s scope.

Playtest: Having pitted a variety of the non-singular goon-type demons from this book – which, depending upon how you count them, make up a little over half of the list – against my players’ PCs, I have to say that there’s not a whole lot differentiating them – a point of strength here, a point of armor there. They tend to stand out more in their behavior than they do in their stats. The author isn’t at fault in that regard, mind you. Typical demons in the series really did tend to be variations on the theme of “warty kung fu scrapper.”


Chapter Four: Everything You Ever Dreaded Under Your Bed
Demons (vampires included) being only one part of the supernatural world in the Buffyverse – albeit an awfully big part – this chapter covers creatures falling under the category of “everything else”:


  • Ghosts and Spirits
    • Animated Objects
      • Sid the Dummy
      • Stats for various animated objects
    • Poltergeists (with sample stats)
    • Spirits of Vengeance
      • Hus the Chumash tribesman
      • Nunashush, Hus’s demonic allies
    • Thaumogenisis Spirits (with sample stats)


  • Zombies and other Undead
    • Ampata Guitierrez the Aztec Mummy
    • Jack O’Toole and his Zombie Friends


  • Where the Wild Things Are
    • Hyena People
      • Hyena-possessed Xander and the rest of the gang
    • Werewolves (with sample stats)


  • Once Upon a Time
    • The Gentlemen and the Footmen
    • Der Kindestod


  • Weird Science
    • The Aprilbot
    • The Buffybot
    • Gill Monsters
    • Pete the Rage Monster


  • The Evil that Men Do
    • Gib Cain, Werewolf Hunter
    • Billy Fordham
    • Invisible Person (with stats for the invisible Marcie Ross)
    • Frederick and Hans Gruenshtahler
    • Gwendolyn Post
    • Ethan Rayne

I found these guys and gals much more interesting than the majority of the demons in the previous chapter. Almost all of them have powers and abilities beyond “ways to beat people up.” Again, this isn’t the author’s doing, per sé, aside from being faithful to his source material.


Chapter Five: Bads, Big and Small

Although the Buffy Corebook devoted space to the Biggest of the Big Bads, this book takes a more in-depth look at them while also covering some of the less powerful singular entities as well as those heavy-hitters who just didn’t get a whole lot of air time. In addition, the season-long Big Bads – as well as a certain vampiric celebrity – here get standard character sheet write-ups rather than GM quick-stats. Those characters listed below in bold all-caps get the full-page treatment. Those in standard type get quick-stats, and goons to the Big Bads appear indented under their masters.

  • ADAM
    • Cyber-demonized Forrest Gates
    • Cyber-demonized Maggie Walsh/Dr. Angleman
  • ANGELUS
  • Balthazar
    • El Eliminati
  • Bezoar
    • Bezoar Hatchlings
  • D’Hoffryn
  • Doc
  • DRACULA
    • The Dracubabes
  • DRUSILLA
  • Eyghon
  • The First
    • The Harbingers
  • Gachnar
  • GLORY
    • The Minions
    • Ben
  • Lyle Gorch
  • Halfrek
  • Hellmouth Spawn
  • Kakistos
  • Ken
    • Demon Guards
  • Lurconis
  • Machida
  • THE MASTER
    • Absalom
    • The Anointed One
    • Vamp Willow
    • Vamp Xander
  • THE MAYOR
  • M’Fashnick
  • Moloch the Corruptor
  • Olaf the Troll

  • Ovu Mobaini
    • Ovu Mobani Zombie
  • Shaman

  • Hanse & Greta Strauss

  • Sunday

  • Sweet
    • Sweet’s Minions
  • Mr. Trick

You may note that the First doesn’t get full stats. That’s mainly because this book only covers up to Season Five, although I doubt the First lends itself to stats in any case.

Other than that seasonal limit and my previous observations regarding Dracula’s “gypsy tricks,” I really don’t see any downsides to this chapter. It offers more entries than I expected, covers the subjects in-depth, and isn’t afraid to speculate on gaps left by the series – the history of the Buffyverse’s version of Drac, for example.


Chapter Six: Monster Spawning

The Buffy Corebook didn’t really offer a whole lot in the way of monster powers, and what powers it did offer tended towards the vague and unhelpful. The semi-notorious description of the Telepathy power stating that “some demons have telepathy” comes to mind. Does this chapter correct the problem? Mostly… although in some cases, it perpetuates it. The power Supernatural Senses, for example, just offers a couple of examples of the unusual senses demons may possess without quantification. Thankfully, most of the powers include at least some sort of game mechanic to support them.

The powers include:

Armor Chaos Power Dimensional Travel Disembody Flight Human Form Hypnosis
Immortal Increased Life Points Invulnerability Leap Natural Weapon Natural Ranged Weapon Psychic Visions
Regeneration Supernatural Senses Teleport Temporal Disturbance Toxin/Pathogen Wall Crawl The Wish

Along with the “X means X” descriptions – e.g., Immortality means the creature doesn’t age, Increased Life Points means the creature has more Life Points – and the pedestrian but useful powers like Armor and Natural Weapon, the chapter manages to work in some pretty clever abilities. My personal favorite is Temporal Disturbance, for which a sidebar offers a number of special effects: disorientation, “rewinding” time, temporal dodges, etc. Potentially game-wrecking powers like Teleport and Wish don’t get game specs, exactly – if a creature can Teleport, it can Teleport anywhere, apparently. Instead, the text suggests a few ways in which GMs can reign in these abilities and give PCs a fighting chance.

Speaking of which, these powers do not include point costs for character creation – as with the monster powers in the main rulebook, the book restricts individual powers to NPCs. (Some of these powers do appear in monster Qualities, however – see below.) If you thought this was going to be the Buffy supplement to make all manner of monster PCs a possibility, you were mistaken. If that’s what you’re after, bite the bullet and spend the extra cash on Angel.

That’s not to say that the book completely shortchanges players wanting more monster PC options beyond the Vampire, Werewolf, and Robot Qualities from the core rulebook. They just come pre-packaged into Qualities, without the ability to customize.

These package deals include four demon species – Chaos, Miquot Clan, Mok’Tagar, and Vengeance – as well as Troll and Zombie. (And, actually, the Zombie Quality does allow for a bit of customization, insofar as the cost of the Quality varies with the accompanying Attribute modifiers.) The Mok’Tagar and Vengeance Demon Qualities, however, cost more than a starting cast member can possibly afford – 37 and 50 points, respectively. The text suggests allowing characters to start as Experienced Heroes and/or letting the players exchange Drama Points for character points on a one-for-one basis in order to afford these powerhouses, but given the fact that we’re only given four demon packages in the first place, pricing two of them out of reach barring GM intervention grates a bit. I should also mention that the Chaos Demon’s Chaos Power is another of those ill-defined abilities, leaving characters playing such a demon with a nebulous signature schtick.

Rounding out the chapter are a history of Anyanka, a full-page character sheet for her as a Vengeance Demon, and four monstrous archetypes: Living Dead Girl (zombie), Miquot Clan Warrior (those yellow stegosaurus-looking spike-throwing demons), Questing Troll Hero, and Teenage Werewolf (with control over transformation). The first three are Heroes, the latter a White Hat. I like all four, although I have no idea how the clearly inhuman troll or Miquot Clan demon would be able to operate in the typical Buffy game. As with the list of demon Qualities, we get four good examples but only two really practical ones.

Incidentally, perhaps it’s just a matter of the starting character point differences involved, but none of these creatures are nearly as tough as the monstrous archetypes in Angel. In fact, only the Questing Troll Hero cracks the human attribute limit.


Chapter Seven: The Once and Future HST

Adventure spoiler text follows:

A Joe Average vampire named Davot, disillusioned with the failures of the Mayor and Adam to put humanity in its place, wishes for the power to succeed where they failed. The Djinn, Big Bad of the “season” comprising the published adventures so far, grants the wish.

(Now, unlike previous wish-makers, Davot knowingly makes a wish to the Djinn based upon rumors he’s heard about that entity, which makes me wonder why (1) Sunnydale fiends aren’t making apocalyptic wishes left and right, and (2) none of them simply wish the Slayer out of existence. But maybe that’ll be addressed as the “season” progresses.)

In any event, Davot gains the loyalty of a combined vampire/demon army the likes of which hasn’t been seen since Adam’s heyday. (As in the cyber-demon Big Bad, not as in “and Eve”. The army isn’t that impressive.) As if that weren’t enough, the Djinn throws in the demonic equivalent of the four treasures of the Tuatha de Dannaan: a dead-raising cauldron, a fire-spitting spear, a poisonous black-bladed sword, and a prophesizing stone. Davot even gets that dragon last seen flying out of Glory’s dimensional portal as a remarkably faithful steed.

The action involves the heroes attempting to discover who’s behind the disturbingly coordinated vamp/demon attacks in town – and, of course, dealing with progressively more bruising vamp/demon attacks themselves.

Playtest: These get really nasty – the fight with a horde of vampires and the Sisters of Jhe sent to rescue them, for example. The latter are the female demons from “The Zeppo” episode, and they’re very, very good fighters – so much so that even the Heroes had to burn DPs to get in decent hits.

Once they learn of Davot’s army, the heroes can either attempt to infiltrate it on their own (if their group happens to include a monster of some sort) or ask a friendly demon to do so for them. (The text offers several possibilities for the latter, including Whistler and Clem.)

Playtest: It’s a good thing my group included a half-demon and a teen faerie, because sending NPCs out on a spying mission and waiting for them to report back doesn’t exactly strike me as riveting game play.

Davot’s recruiters will put any newcomers through a series of tests before allowing them to join the army. The text leaves the nature of these tests up to the GM, but I can’t think of many that wouldn’t involve the PCs doing something pretty un-heroic. I mean, if the PC’s a vamp, wouldn’t you think they’d want to see a display of his hunting technique?

Playtest: I just made up a demonic Gatekeeper who verified that the spies were demons – or a demon and a presumably Unseelie faerie, at any rate – then threw in an unpleasant evening with some scavenging Lei-Ach demons and a one-on-one combat with two previously slain demons brought back by the magic cauldron.

If sending off an NPC spy and waiting for a report seems annoying, cowboy vamp Lyle Gorch adds insult to injury by showing up to spill the beans on Davot in exchange for help in making off with Davot’s vampiric girlfriend – thereby rendering any PC or NPC spying mostly irrelevant.

Playtest: I would have simply ditched Lyle from the story, were it not for the fact that I’d used him in a previous adventure and that he was a big hit with my players. So, I combined the spying with Lyle’s treason, having Lyle recognize the spies from their previous encounter and work out a mutually acceptable deal with them afterwards.

Lyle sneaks the group into Davot’s stronghold – Dracula’s Sunnydale castle – where, at Lyle’s suggestion, they’re to snatch Davot’s magic items in the hopes that this will break his hold over his army.

Unfortunately, the items never were “real” artifacts – the Djinn lifted them from an obscure Victorian-era play. When the PCs either leave the castle with them or attempt to use them – the latter being much more likely, since the Djinn will wake up the entire castle when the heroes snag the magic stone – they crumble to dust. In short, the PCs have to battle their way out of the castle for nothing.

Playtest: The text doesn’t explain exactly how Lyle, of all people, found the secret entrance. The implausibility of such a generally incompetent character pulling off such a coup made the PCs awfully suspicious, but they went along anyway.

I don’t think I was able to make the escape particularly convincing. On the one hand, I had to throw enough monsters at the PCs to make them retreat. Adventures should never hinge on the PCs retreating. On the other hand, I had to do quite a bit of fudging to get them back to the secret entrance without the entirety of Davot’s army catching up and overwhelming them, or at least blocking their way. I settled on a massive horde chasing them and a few demons popping up here and there on the way before finally allowing the PCs to give the army the slip.

To add injury and insult to injury and insult, despite their escape, Davot’s army manages to track the PCs down to wherever they happen to go and besiege them until the heroes are captured. He prepares to sacrifice them, but in the process has every monster in the army join him in a wish for the power to come out of hiding and destroy the humans. And in a devil ex machina, so to speak, it turns out that this is what the Djinn had planned all along. The entire army, Davot included, get burned to ashes and soul-munched, allowing the Djinn to enter our world in an incorporeal but completely mobile form, no longer limited to waiting for wishes to make himself known. In other words, the PCs just spent an entire adventure getting the living crap kicked out of them for a pre-ordained failure resulting in matters only getting worse.

Adventures should never, ever hinge on PCs being defeated or surrendering, because barring GM fiat – in which case, why play out the battle in the first place? – there’s no way to guarantee that outcome other than throwing an endless stream of foes at the PCs. And even then, you may well end up killing them rather than knocking them out, again requiring GM fiat or Drama Points to fix.

And speaking of Drama Points, they make the situation all the more egregious. First of all, their damage-reduction function will only drag out the preordained outcome. And secondly, it’s the height of unfairness to draw players into draining their characters of Drama Points for such a futile effort.

Playtest: To avoid this very scenario, I had Lyle spill the beans regarding the Slayer’s home to Davot so that Davot could take her father as a hostage. I’d hoped that this would get the PCs to surrender, but I had to settle for the Slayer volunteering to face Davot’s army basically by herself. (Well, other than some crossbow sniping at Davot’s dragon and an attempt by the group’s powerful half-demon mage to pull a clever trick. The latter got the mage fried by a sorcerer on Davot’s side.)

I see the value of this adventure as a major turning point in the Djinn storyline, and I realize that one of the key lessons of the Buffyverse is that life isn’t fair and frequently sucks mightily. I don’t, however, see the value of humiliating PCs, draining them of DPs mid-“season,” and pissing off their players for the sake of teaching said lesson and passing said turning point.

Besides, if you piss off your players so much that they don’t want to play anymore, what have you gained by reaching the turning point in the first place?



Style

Once again, what holds true for the Buffy Corebook holds true for this supplement: great cover, gorgeous layout, effective use of series stills and original artwork, minimal typos, and witty writing.



Conclusion



Conclusion

I can only recommend buying this book if you really need the stats for monsters that have appeared on Buffy. The discussions of demons and vampires are nice but not necessary, and the adventure is an exercise in nihilistic sadism. The new demon Qualities and powers are okay, but honestly? If that’s your main reason for buying the book, just spring for the extra cost of buying Angel instead. You’ll get actual point costs for a wide array of supernatural powers, enabling you to create your own monstrous PCs. That said, this isn’t a bad book by any means. It serves admirably as both a Buffy bestiary and as a thought-provoking guide to the nature of Buffy monsters in general. But with Angel far overshadowing it on the monster-creation front, and with so many of the monsters’ stats being so similar, I just don’t think the book matches the unbelievable utility of The Magic Box or the giddy grab-bag feel of The Slayer’s Handbook. That and the adventure are the only reasons I’m not giving this book a perfect score. If you really need those monster stats, what I’m calling “good” you might call “great.”


SUBSTANCE:

  • Setting
    • Quality = 5.0
    • Quantity = 4.0

  • Rules
    • Quality = 4.0
    • Quantity = 4.0

STYLE:

  • Artwork = 5.0

  • Layout/Readability = 5.0

  • Organization = 5.0

  • Writing = 4.0

  • Proofreading Penalty = <0.0>

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