Big Eys Small Mouth (BESM) Rules Transcript Part 1: Character Generation Unlike in many RPG's, BESM does not rely on character classes and archetypes, rather characters are created individually with a number of points determined by the GM. Point values can be very low, so that the characters can purchase very little, or very high, so that the characters are quite powerful. Character points are spent on Stats and Attributes. The Stats are Body, Mind, and Soul. Each level in a stat costs one point, and each Stat runs from 0 - 12. The amount you have in each Stat determines your derived values, Health, Energy, Attack Combat Value, and Defense Combat Value. The formulae for each is as follows: Health: Body + Soul * 5 Energy: Mind + Soul * 5 ACV: Body + Mind + Soul ÷ 3 DCV: Body + Mind + Soul ÷ 3 - 2 The Attributes, however, vary in cost and effect. The following attributes are pulled from the Tenchi Muyo RPG, but are considered in a general sense, rather than how they stand in particular to that solitary Anime. It should be noted that one could probaly create and/or substitute these attributes in place of others. Appearance; Cost: 1 point per level Relevant Stat: Body Modifiers: At high levels, bonus to "Art of Distraction" Attribute. May be qualified as "cute" rather than simply being attractive. L. 1: The character is moderately attractive or cute. L. 2: The character is quite attractive or cute. L. 3: The character is very attractive or cute. L. 4: The character is extremely attractive or cute. Art of Distraction Attribute increased by 1 Level. L. 5: The character possesses legendary beauty or cuteness. Art of Distrction is increased by 2 Levels. L. 6: The character possesses unparralelled beauty or cuteness. Art of Distraction is increased by 3 Levels. Art of Distraction; Cost: 1/level Relevant Stat: Body or Soul Modifiers: Requires ability to communicate or the quality of being visually distracting. For physical distraction (say, sex appeal) use the Body stat, but use the Soul stat for emotional, rhetorical, or will based distraction. L. 1: The character can distract one person or animal. L. 2: The character can distract up to two people or animals. L. 3: The character can distract a small crowd (1-10 people or animals). L. 4: Medium crowds (10-50 people or animals) L. 5: Large crowds (50-200 people or animals) L. 6: Very Large Crowds (200-1000 people or animals) Combat Mastery; Cost: 2/Level Relevant Stat: None Modifiers: Improves general fighting ability. This is not skill with any particular weapon, but the ability to use anything with superior ability. Each level improves both Offensive and Defensive Combat Values by one. Damn Healthy; Cost: 1/Level Relevant Stat: None Modifiers: Represents generally superior Hardiness. Each level improves a characters Health Points by 10. Devine Relationship; Cost: 1/Level Relevant Stat: None Modifiers: The character is either exceptionally lucky or protected by the gods. Either way, the character may re-roll a number of rolls equal to his or her level of this attribute. Energy Bonus; Cost: 1/Level Relevant Stat: None Modifiers: Represents superior energy reserves. Important for characters with energy based attacks, as each level improves Energy Points by 10. (Energy) Power; Cost: 4/Level Relevant Stat: None Modifiers: The character possesses or is able to channel some form of power through their body, and have access to a number of abilites related to this power. This power allows people to throw around, for example, Hadoken's, or generate Energy Swords from their hands. Each level of this attrbutes grants 10 power points with which to purchase special abilities related to the Energy. Focused Damage; Cost: 1/Level Relevant Stat: None Modifiers: Allows the character to use a specific attack or weapon in such a way as to cause more damge than would normally be allowed. Each level increases damage by 10. Heightened (Energy) Power; Cost: 1/Level Relevant Stat: None Modifiers: Attribute adds to a characters ability to generate a certain type of energy. This can be Ki, Jurai power, Demon blood, etc. but the effect is the same. The character must possess the relavent Attribute (The ability to use Energy of the same type) first. L. 1: The character gains an additional 2 points for purchasing powers. L. 2: An additional 5 points. L. 3: An additional 7 points. L. 4: An additional 10 points. L. 5: An additional 12 points. L. 6: An additional 15 points. Heightened Sense; Cost: 1/Level Relevant Stat: Body Modifiers: The character possesses superior senses. This can include all their sensses or just one at vastly superior acuity. This most noticibly makes them harder to surprise. L. 1: Slightly improved senses with all senses, or twice as sharp with one. L. 2: Senses are either 2* as sharp with all or 4* with a single sense. L. 3: Senses are either 3* as sharp with all or 6* with a single sense. L. 4: Senses are either 4* as sharp with all or 8* with a single sense. L. 5: Senses are either 5* as sharp with all or 10* with a single sense. L. 6: Senses are either 6* as sharp with all or 12* with a single sense. Highly Skilled; Cost: 1/Level Relevant Stat: Varies Modifiers: The character is either more experienced or better trained than a normal person, and has more skill points than the base of twenty. Each level provides ten additional skill points. Item of Power; Cost: 2/Level Relevant Stat: Usually none, but sometimes Soul. Modifiers: This is either an item which directly enhances the character in some way, often by providing (Energy) Powers, or it provides special powers or is a focus for already known powers. If it acts as an Energy provider, build it with points equivalent to those powers, if it provides an advantage judge it by the level of it's advantage. L. 1: The item offers a small advantage, or provides 1-5 (Energy) Points. L. 2: The item offers a moderate advantage, or provides 6-10 (Energy) Points. L. 3: The item offers a good advantage, or provides 11-15 (Energy) Points. L. 4: The item offers a great advantage, or provides 16-20 (Energy) Points. L. 5: The item offers an extreme advantage, or provides 21-25 (Energy) Points. L. 6: The item offers a primal advantage, or provides 26-30 (Energy) Points. Mechanical Genius; Cost: 2/Level Relevant Stat: Mind Modifiers: This represents raw, natural ability to understand, buil, and generally work with machines of all types. Every other level of Mechanical Genius adds +1 to the Electronics and Mechanics skill. Additionally, a character can build and repair things at an accelerated rate with this ability. L. 1: Can build/repair things at 2 * normal rate. +1 to Mechanics/Electronics. L. 2: 5 * Normal build/repair rate. +1 to M/E. L. 3: 10 * Normal build/repair rate. +2 to M/E. L. 4: 20 * Normal build/repair rate. +2 to M/E. L. 5: 50 * Normal build/repair rate. +3 to M/E. L. 6: 100 * * Normal build/repair rate. +3 to M/E. More powerful Mecha; Cost: 1/Level Relevant Stat: None Modifiers: Each level of this increases the number of points with which you can construct a Mecha by five, making it good to fill out a mecha without purchasing too many points of Own a Big Mecha. Own A Big Mecha; Cost: 4/Level Relevant Stat: None Modifiers: Mecha include Spaceships, Giant Robots, Powered Armor and other artificial constructs, as well as more mundane conveyances. Designing a Mecha requires defining it through a series of sub attributes purchesd by points. Each level of this ability provides 20 points to construct a Mecha with. Personal Gear; Cost: 1/Level Relevant Stat: None Modifiers: This represents items that are not quite mundane, but don't need to be made with Mecha points. Anything that is, essentially somewhat hard to come by, such as swords, guns, expensive camping equipment, maybe even cars would fall under this catergory. Personal Gear is devided into two catergories: Minor: This is mostly mundane stuff, things which might require a permit to own or are somewhat hard to come across, like good knives or an automatic handgun. Major: Gear of this catergory is usually illegal for civilians to own, but woul be issued to government personal. They may also represent items of great worth or extreme rarity, like a really nice car or a genuine Katana. Speed; Cost: 1/Level Relevant Stat: Body Modifiers: This represents the potential speed with which a character can move, relative to a normal human adults standards. L. 1: 1.5 times faster. L. 2: 2 times faster. L. 3: 3 times faster. +1 to Initiative. L. 4: 4 times faster. Combat Value increased by 1. +2 to Initiative. L. 5: 5 times faster. Combat Value increased by 1. +3 to Initiative. L. 6: 6 times faster. Combat Value increased by 1. +4 to Initiative. Unique Attribute; Cost: 1-4/Level Relevant Stat: Varies Modifiers: This covers any attribute which might not be covered in these rules. Any unique and/or unexpected Attribute can be covered here. The level varies on the effect the Attribute has on the character, ranging from very minor, to very potent. GM discretion advised. ***** Sub-Attributes are abilities are statistics derived from attributes. An owned Mecha, and all of it's subsystems, for example, would qualify as a Sub-Attribute. The Mecha exists because of the value of the Own a Big Mecha and other related Attributes. Sub attributes cover attacks, powers, and capabilities of either a character or Mech. Special Note about Mecha: Each Mecha starts of with 40 Health Points. Energy Points are determined normally (if the Mecha has the A.I. Sub Attribute). Armor; Cost: 4/Level Type: Mecha Sub-Attribute Relevant Stat: None Modifiers: Armor reduces damage taken from attacks. Armor can either be normal or hidden, reducing damage by 10 (regular) or 4 (hidden) per level of attribute. Hidden armor cannot be recognized as armor. A.I.; Cost: 2/Level Type: Mecha Sub-Attribute Relevant Stat: See below Modifiers: A.I. provides a mecha with some sort of control mechanism that enables either autonomous function or the ability to be controlled remotely. If an individual has the Mecha Sub "Summonable (Become a Mecha)" then A.I. is not necessary. L. 1: Basic Remote Control; The Mecha can be remotely controlled by the owner. However this requires the owners full attention, and he or she cannot carry out any other functions while doing so. The mecha operator can only operate one Mecha at a time. The mecha utilizes the operators Stats, Skills, and Combat Values as though the operator was in the cockpit. L. 2: Advanced Remote Control; As above, but the mecha requires less supervision, allowing the operator to pursue other tasks while doing so. Splitting ones attention in this was adds a cumulative +1 penalty for and equal in number to every action he or she is undertaking. L. 3: Semi-Semi-Autonomous; The mecha does not require supervision, but utterly lacks drives, personality, or self-initiative. It can be given complex orders, but carries them out in an unimaginitive, slavish manner. This level of A.I. has a stat total of 10 for Body and Mind. It does not have a Soul stat. L. 4-6: Intelligent: The A.I. is capable of excercising or simulating fully independent thought. They possess self-initiative and creativity, but remain loyal to their owners. Level 4 and 5 A.I.'s are not truly self aware, and thus do not have a Soul stat. Level 6 A.I.'s are fully intelligent, possessing a soul of their own - Level 6 A.I.'s function as full N.P.C.'s who are allied with the owner. Level 4 and 5 A.I.'s have 12 and 14 Character Point's respectively, but do not use the Soul Stat. Level 6 A.I.'s have 18 Caracter Point's which can be devided amongst all three Statistics. Astral Projection; Cost: 2/Level Type: Special Power (GM Definable) Relevant Stat: None Modifiers: The character possesses the ability to leave his or her body and move about as a spirit. This can be in either trance or in sleep. This astral form is intangible, and can pass through walls, walk on water, etc. This body is normally visible. The astral form is largely invulnerable to attack, physical damage will usually pass through the individual and, int turn the astral body cannot make any tangible effect on the physuical world. Mental and spiritual attacks, as well as other astral bodies actions will have their normal effect on the individual. Astral bodies move at their normal pace, though it can also fly at a running or walking pace. Astral bodies can cross normally uncrossable obstacles. An astral body may not carry any "real" thing with it, but a character may appear to be wearing clothing and/or carrying items with them. A persons astral form may have nothin at all to do with their actual appearance. Maintaining an Astral Form burns energy points. L. 1: 10 Energy points are spent for each round of astral state. L. 2: 1 Energy point is spent for each round of astral state. L. 3: 1 Energy point is spent every two rounds of astral state. L. 4: 1 Energy point is spent every minute of astral state. L. 5: 1 Energy point is spent every 30 minutes of astral state. L. 6: 1 Energy point is spent every hour in astral state. Battle Costume; Cost: 1/Level Type: Special Power (GM Definable) Relevant Stat: None Modifiers: This allows the character to materialize armor around him or her self. L. 1: The character can materialize battle armor about themselves. It acts as 2 points of hidden armor. L. 2: The character can materialize battle armor or other clothing. Armor acts as 4 points of hidden armor. Dimsional Portal; Cost: 2-4/Level Type: Mecha Relevant Stat: None Modifiers: This creates a sub reality in to which a hole has been made. The level of this Attribute determines the size of the reality. The cost/Level determines the type of portal. 2 points per level is for a fixed, non-mobile entrance. 3 is for a fixed entrance in a mobile location, like a vehicle, item, or living entity. 4 is for a completely mobile entrance, limited only by what type of class the portal must be. L. 1: About the size of a suitcase. L. 2: About the size of a closet. L. 3: About the size of a small room. L. 4: The size of a house. L. 5: The size of a city block. L. 6: The size of a small town. Duplicate; Cost: 2 or 7/Level Type: Special Power Relevant Stat: Varies Modifiers: This allows the character to produce either a shodow or a duplicate of him or her self. It is a decoy or servent under the characters control. There are two types... Shadow: An intangible duplicate, essential an auditory and visual illusion. It cannot enact any effect on the material world, and vanishes when touched. 2 points/Level Twin: The twin is an exact duplicate, possessed of full self awareness. The creator does not see through the eyes of the twin. When dissoluted, the twins memories and experiences in the intervening time are sent back to the primary. This poses a threat as all memories, good or bad, are sent back. Trauma or death will be recorded and experienced as backlash. 7 points/Level L. 1: 10 (Shadow) or 20 (Twin) Energy Points are spent per round. L. 2: 6 (Shadow) or 12 (Twin) Energy Points are spent per round. L. 3: 3 (Shadow) or 6 (Twin) Energy Points are spent per round. L. 4: 1 (Shadow) or 2 (Twin) Energy Points are spent per round. L. 5: 1 (Shadow) or 2 (Twin) Energy Points are spent every 30 seconds. L. 6: 1 (Shadow) or 2 (Twin) Energy Points are spent per minute. Extra Capacity; Cost: 1/Level Type: Mecha Relevant Stat: None Most Mecha can carry a single pilot or passanger comfortably. This allows you to carry more people (or cargo). L. 1: 1 extra person. L. 2: 2-5 extra people. L. 3: 6-10 extra people. L. 4: 11-50 extra people. L. 5: 51-500 extra people. L. 6: 501-5,000 extra people. Extra Endurance; Cost: 1/Level Type: Mecha Relevant Stat: None An ordinary mech can only operate for a few hours before running down. This allows it to run longer. L. 1: Can operate for a day. L. 2: Can operate for several days. L. 3: Can operate for weeks. L. 4: Can operate for months. L. 5: Can operate for years. L. 6: Can operate indefinitely. Flight; Cost: 3 or 4/Level Type: Special Power or Mecha Relevant Stat: Body The character or Mech can fly through the air. For 3 points a level, the character can fly like your average bird or airplane, having to remain in constant forward motion. For 4 points they can hover if they so desire. L. 1: Very Slow sub-sonic flight (Up to 75 Kph) L. 2: Slow sub-sonic flight (Up to 200 Kph) L. 3: Fast sub-sonic flight (Up to 600 Kph) L. 4: Transonic Flight (Up to 1,200 Kph) L. 5: Super-Sonic Flight (Up yo 2,500 Kph) L. 6: Even faster flight (Up to 5,000 Kph) Force Field; Cost: 3 or 4/Level Type: Mecha or Special Power Relevant Stat: None For 3 points/Level, the shield protect only the character or Mech, for 4 the shield can be extended around others. Force fields can be either active or incative, and, if hit by a sufficiently powerful attack can be brought down. Each level stops 15 points of damage. Force fields can protect from asphyxiation, direct damage, or extremes of pressure until the air runs out. Force fields can also have advantages and disadvanatages, each respecitively granting a negative of one level, or a bonus of one level in field strength. Advantages; Blocks Incorporeal: Non corporeal attacks cannot penetrate the field. Blocks Teleport: Teleportation will be a thing of the past! Offensive: You can hurt people with your force field. Disads; Internal: The force field can only be used on the inside of the ship. I don't think this would do very much for a person. Shield Only: The field only covers a small area, and must be deliberately interposed between defendee and attacker. Static: The charater/mech cannot move while generating the field. Uses energy: Duh. It consume five energy point's per the number of times you select this disad. Both directions: Nothing in. Nothing out. Illusiory Disguise; Cost: 1/Level Type: Special Power Relevant Stat: None The character can generate an illusiory disguise. It requires no energy to maintain, but energy to inintiate. L. 1 cost 2 points to initiate, and can create minor changes to appearance. L. 2 cost 5 points to initiate, and can create both minor and major changes to appearance.