CP Allotment: << General Rules >> - 5 is the maximum allowed level for any Attribute. - The maximum number of Defect Points allowed is 8, split between the Normal and Special defect pools (see below). - The maximum number of total actual Defects allowed is also 8. - Forced defects (such as the Guy/Girl Magnet req. for high Appearance) COUNT AGAINST THESE TOTALS. - Up to 2 BGP will be awarded for sufficient backgrounds. << Stats >> - Each character begins with Body 4, Mind 4, Soul 4 for free. - Stats may ONLY be raised with points from the Discretionary pool. - Stats may not go above 8 at character creation. - *ONE* stat, and one stat only, may be reduced to 3, with GM's permission. Doing so adds one point to your Discretionary Pool. << Normal Attributes >> - 10 points for Normal Attributes. - Normal defect points may only be applied to Normal attributes, NOT stats. - Defense Combat Mastery may be taken, at a maximum of 2 levels. - Any character with Appearance 4+ must take AT LEAST (opposite sex) Magnet +1. Only characters with the Ageism defect can take Appearance (Cute) at 4+. - Personal Gear should be spent relative to the tech level of the campaign. - Handguns (Light and Medium Pistol) are available, but are primitive. They deal +5 damage, but incur the Static defect when used. A Light Pistol is a major item; a Medium Pistol is two major items. - Points from Normal defects may ONLY be used to buy Normal attributes and stat points. Please tally the totals accordingly on your sheet. - Mechanical Genius *can* be taken. It applies to both the minimal mechanical technology of the world *and* to magical artifice, since both are a 'science'. It does not, however, grant the ability to cast spells in any way. - Kensei, Gun Bunny, and related attributes are no longer separate. They are collapsed into a single attribute called Combat Technique, which is subject to the no-greater-than-5-levels rule. Some abilities may overlap between weapon styles. Please ask the GM for details. The following pairs of Attributes/Defects are *MUTUALLY EXCLUSIVE*. You can take one, but not the other. - Damn Healthy! and Not So Tough - Speed and Not So Fast - Super-Strength and Not So Strong - Ageism and Highly Skilled - Wanted and Famous/Infamous (new defect, see below) << Special Attributes >> - 10 points for Special Attributes. - Special Defects may *only* apply to Special Attributes. - For the purposes of character creation, the following Attributes may be purchased as if they were Special Attributes: Animal Friendship, Divine Relationship, Mechanical Genius - Own a Big Mecha is forbidden. - Healing works slightly differently. The character can restore the max amount of HP for their ability rank in one go. Healing *always* costs EP as if it were a magical power (though if bought with Magic, it doesn't cost double EP). If used in battle, it acts as if the user were using a spell with the Static and Slow defects. Healing on an IoP uses EP from the wielder. Healing may also be used, with a successful unarmed strike, to deal damage to undead. - Unknown Supernatural Power, as per the 2nd ed revised rules, may be taken. A maximum of 8 CP can be put into it. - Dynamic Sorcery and Magic are both available; however, you cannot have both. Dynamic Sorcery is multi-purpose and broad, for general wizards. Magic is for specific individual powers and expands beyond the realm of spellcasting (to psychics, etc.) - Specific-focus Dynamic Sorcery may have a variable cost depending on what "element" or focus the magic has. Please discuss this attribute with the GM if you're considering it. - "Magical Restriction" or "Power Restriction" are forbidden. If a Special Attribute has some sort of usage restriction, taboo, or some other limitation, outline it carefully and I will assign a per level or flat cost discount as appropriate. For those familiar with Silver Age Sentinels, this is a variant of the Power Modifier system. - Dynamic Sorcery can use the Still, Silent, and Ritual modifiers from the Magic attribute at will. Powers bought with Magic must have the modifiers declared at creation. - On the flip side, a power may be 'expanded' or modified beyond the listed effect. Discuss this with the GM, who will assign a cost modifier. - If you wish to create or own a piece of magical technology, you may create an appropriate Item of Power. IoPs now provide 10 CP/lv of abilities and cost 3/lv. No single ability may be higher than the level of the IoP + 2. << Discretionary Pool >> - Characters have a 5 CP discretionary pool. It may be spent on either type of attribute. - The Discretionary Pool can be added to in three ways: A stat penalty at character creation, Background Points, and Character Points. << Skills >> - Characters begin with (Mind x 5) SP. The max starting SP pool, taking into account levels of highly skilled, is 70 points. - Skill paradigm is Medieval Fantasy. - The Occult specialty for Cultural Arts is dissolved and replaced with "Mythology" or "Hearth Wisdom". True mages should buy the Spellcraft skill (see below). - Grasslanders choose a "profession skill" from the following list, and receive one level in it for free, dependent on background: Animal Training, Artisan, Business Management, Wilderness Tracking - Solarians choose from the following list: Cultural Arts (Religion), Business Management, Architecture - Solarian Bandits receive one level in the Ride (Horse) skill for free. - Other races will be assigned a profession skill by the GM. - There are a few new skills (see below). - Combat skills will be covered in the next section. << Combat Skills >> - No more than 3 levels may be assigned to any single combat skill, and no more than 4 total levels of attack skills and 4 total levels of defense skills may be purchased. This applies to character creation only. - A modified RSP skill system will be used for combat skills. Ignore the costs for Combat Skills listed in the BESM book. - Attack Skills: 1-Handed Piercing (Dagger/knife, rapier, short sword, etc.) 1-Handed Slashing (Any 1H sword, axes, similar edged weapons) 1-Handed Bashing (mace, rod, hammer, flail, club, etc.) 2-Handed Melee (Greatsword, warhammer, greataxe, scythe, etc.) 2-Handed Polearms (Spear, halberd, etc.) Flexible Arms (Whip, chain, etc.) Gun Combat (Pistol only) Improvisational Weaponry (no specialties) Unarmed Attack, Thrown Weapons, and Archery remain unchanged. 1H weapons, Unarmed Attack, and Thrown Weapons cost 4/lv 2H weapons, Gun Combat, Improv Weaponry, and Archery cost 5/lv - Defense Skills: Reflex Defense (defend by dodging or avoiding blows) Stamina Defense (defend by blocking, parrying, or rolling with blows) Will Defense (defend against attacks to the mind or soul) Defense skills are universally 4/lv. They have no specialties. Certain situations may call for different types of defense, but a single defense skill may be used against any attack, bearing in mind that using Will Defense against an incoming sword blow or Reflex Defense against a sleep spell is likely going to incur a hefty penalty. << New Magic Skills >> - 'Magic' skills is a broad category of special skills applied to using powers effectively. - A weapon attack (such as a special sword technique) uses the corresponding weapon attack skill. - New Skill: Spellcraft Relevant Stat is Soul. Identify spells or magical auras. General information about magic and the way it works. Aids in the use of spells in non-combat situations. It costs 4/lv. Specialties are types of magic used. - New Skill: Combat Casting Relevant Stat is ACV. Used for the use of non-weapon power in combat (hurling fireballs, using sleep spells, mind control, etc.). It has no specialties and costs 4/lv. Although the title is 'casting', it is not limited to magic. - New Skill: Power Awareness Relevant Stat: Mind. For those with awakened special powers (of a non-spellcasting origin), this serves the same function as Spellcraft. Specialties are the type of power used. 4/lv. << Changes in Weapon Attack abils/defects, etc. >> - Accurate/Inaccurate are now -2/+2. The Total Attack action provides a -2 bonus to hit but is otherwise unchanged. - Auto-Fire counts as three abilities, not one. - New attribute Selective Targets: User may choose who in an area of effect is affected by an attack. Counts as two abilities. - Only In (Environment) can be altered to read Only Affects (Target Type). The benefit depends on the limitation. - Healing may be applied as a weapon attack ability. This causes the attack to heal rather than harm. Healing attacks do damage to undead. Area Effect and Healing are mutually exclusive for any weapon attack below level 3. Area Effect, when found with Healing, counts as two abilities. Unlike the Healing attribute, powerful healing attacks can't resurrect people from near-death, nor can it cure diseases or other maladies. << Allowable Outside Attributes >> The following attributes from other games may be used in this game also, at the stated cost. Normal Attributes: Defensive Fighter (from Sky Pirates) 1 CP, 1 level only. Switch ACV and DCV. May NOT be taken by anyone with Defense Combat Mastery. Aura of Smooth (from Sky Pirates) 1 CP, 1 level only. -2 bonus to social interaction skills involving deception, bargaining, and attempts to use Art of Distraction. Quick (from Battle High) 2 CP, 1 level only. You get +1d6 initiative. Combat Technique: Technical Defense (was: Block Bullets, Arrow Catch, El What?!) Combat Technique ability. You can use your Stamina Defense in place of Reflex Defense rolls with reduced penalty (minimum 0) Combat Technique: Flurry Strike (was: Flurry of Blows, El What?!) Combat Technique ability. Applies only to melee and unarmed attacks (NOT Flexible). Apply a +4 penalty to hit; your attack is now Auto-Fire. This counts as two abilities. Combat Technique: Fight Fire with Fire (El What?!) Combat Technique ability. You may use, once per round per level, use your Gun Combat, Archery, or Thrown Weapon skill to deflect an incoming missile attack. Fight Fire with Fire CANNOT be used on bullets. << New Attributes >> [ Contacts (1 CP/level) ] -- Normal Attribute The character knows folks. They're not Servants or Flunkies; they're friends or acquaintances who are willing to do the PC a favor. This almost always takes the form of information; they can steer the PCs at bargains, share knowledge, and other help. They will, on occasion, help in terms of lodging or minor equipment, but never in combat or life-threatening situations. Levels in Contacts are often paired with levels of the Favors defect. Level 1 - 2 minor contacts, or one major contact. Level 2 - An additional 2 minor contacts or another major contact. Level 3 - An additional 2 minor contacts or another major contact. Level 4 - An additional 2 minor contacts or another major contact. Level 5 - An additional 2 minor contacts or another major contact. [ Duplicate (4 CP/level) ] The character can create a self-aware duplicate of him/herself capable of acting independently. The character can create one duplicate per level, and the duplicate possesses all of the character's normal attributes, and his/her special attributes at half their original score (rounded up). The duplicate has half the HP and EP the original has at the time of duplication. The duplicates are under no supernatural compulsion to follow the original's orders. The duplicates disappear when reduced to 0 or less HP, 0 or less EP, or within 10 minutes, whichever comes first. Level 1 - 1 Duplicate Level 2 - 2 Duplicates Level 3 - 3 Duplicates Level 4 - 4 Duplicates Level 5 - 5 Duplicates [ Immovable (1 pt/level) ] The character, through manipulation of gravity, density, or some other force, is able to resist being pushed, knocked away, or otherwise moved by outside forces. This translates into a "phantom" Super-strength or Body bonus used in resisting such attempts (including resisting grappling). Level 1 - Character has 1 effective level of Super-stregnth to resist being moved. Level 2 - Character has 2 effective levels of Super-strength to resist being moved. Level 3 - Character has 3 effective levels of Super-strength to resist being moved. Level 4 - Character has 4 effective levels of Super-strength to resist being moved. Level 5 - Character has 5 effective levels of Super-strength to resist being moved. [ Nullify (3 or 5pt/level) ] A character with Nullify can actively block the powers of another character. The person being affected makes a Soul check, with a bonus equal to the power's level, and a penalty equal to the user's Nullify level. The user must concentrate at least minimally to keep the Nullify up; otherwise it dissipates in 3 rounds. For 3pt/level, the character can nullify one type of power (magical, psionic, physical). For 5 pt/level, the character can nullify any type of power. Level 1 - Character gets a -1 bonus to the Nullify check. Level 2 - Character gets a -2 bonus to the Nullify check. Level 3 - Character gets a -3 bonus to the Nullify check. Level 4 - Character gets a -4 bonus to the Nullify check. Level 5 - Character gets a -5 bonus to the Nullify check. [ Environmental Control: Plant Control (1 - 3pt/level) ] As per the normal Environmental Control attribute in terms of area of effect and usage. Plant Control allows a character to grow, control, or shape plants within the area of effect. For 1pt/level, the character can only control a specific type of plant (trees, flowers, weeds, vegetables, etc.). For 2pt/level, the character can control any type of plant. Plant control also allows the character to temporarily give a plant animation for 3pt/level. Animated plants follow the character's orders, within reason (they will not sacrifice themselves or put themselves in danger). If a plant is animated as a servant (for example, a dryad controlling trees as treants), the character has as many "phantom levels" of the Servant attribute per level of Plant Control to create the plant protects. For example, a charatcer with level 4 Plant Control can create 4 level 1 servants, one level 4 servants, two level 2 servants, or any other combination. [ Imbue Power (3 - 5pt/level) ] The character can temporarily give another person the ability to use one of his/her supernatural powers. The user of Imbue Power makes a Soul check, then expends a set number of EP. If successful, the recipient gains that amount of EP in a separate pool, which can only be used to fuel the supernatural power they have been given, and the user loses that much EP from his/her current total. Imbued powers cost EP as if they were Magic powers (per the Magic attribute). When the gifted character's granted EP runs out, the imbued power is lost. Imbued powers *must* be Special Attributes, and cannot be any power based on a physical object (such as an Item of Power, Own a Big Mecha, or Special Attack defined as a physical weapon). Any restrictions or enhancements the imbued power possesses carry over. Individual powers from the Magic attribute can be granted one at a time, but not as a group. Dynamic Sorcery cannot be imbued. Imbue Power cannot be imbued. If your campaign is using Mimic Power, it also cannot be imbued. In general, 'metapowers' (powers that affect other powers) cannot be imbued. The exception is Nullify. Imbue Power cannot be taken as part of Magic, nor duplicated by Dynamic Sorcery. For 3pt/level, the character loses the imbued power while it is in use by another character. For 5pt/level, the character retains the power. Regardless of level, the character may only imbue one power at a time. Level 1 - Level 1 powers can be imbued. Up to 10 EP can be granted. Level 2 - Level 2 powers can be imbued. Up to 20 EP can be granted. Level 3 - Level 3 powers can be imbued. Up to 30 EP can be granted. Level 4 - Level 4 powers can be imbued. Up to 40 EP can be granted. Level 5 - Level 5 powers can be imbued. Up to 50 EP can be granted. [ Luck Control (2 - 4pt/level) ] By controlling probability, the character can cause "good luck" or "bad luck" to affect a single target. "Bad luck" can be resisted with a successful Soul check. The change in fortune occurs on the affected character's next action in terms of a modifier to whatever the affected character does. The use of Divine Relationship is unaffected by Luck Control, but if good or bad luck is granted to a roll and the recipient chooses to reroll with DR, the luck modifier is lost. For 2pt/level, the character can influence probability in one direction only (good or bad). For 4pt/level, the character can do both. Level 1 - Character can impose a +1/-1 modifier on next roll. Level 2 - Character can impose a +2/-2 modifier on next roll. Level 3 - Character can impose a +3/-3 modifier on next roll. Level 4 - Character can impose a +4/-4 modifier on next roll. Level 5 - Character can impose a +5/-5 modifier on next roll. << New Defects >> [ Famous / Infamous ] -- Normal Defect Your character has a degree of fame and recognition for whatever reason that may have detrimental effects on his ability to pass unnoticed or unmolested through populated areas. There are positive (Famous) and negative (Infamous) versions, each with different effects. A character can have both fame and infamy, but not for the same region. Exception: An internationally famous or infamous character can have the OPPOSITE type only, in a smaller region. Example: A Solarian bandit who gives money to the poor border Grasslanders may be Infamous as a bandit in both nations (+2), but famous for his generosity in the borderlands (+1). This type of stacking is possible but not encouraged. +1 BP - The character is regionally famous. This is, at the minimum, a collection of nearby towns and, at maximum, a small nation. Famous characters who don't hide their face may be asked for favors, autographs, stories, and the like. They're rarely left alone. Infamous characters are watched very carefully, especially by local lawmakers, and have a +2 penalty to any social interaction roll with suspicious citizens. Otherwise they're left alone. +2 BP - The character is internationally/worldwide famous, or their fame covers a number of smaller regions. Characters need successful Disguise checks not to be noticed by the general populace. The penalty for Infamous characters increases to +4. [ -Ism ] -- Normal Defect The character is a member of an ethnic, racial, philosophical, religious, or other minority that makes them less acceptable to common socitey. They are generally treated differently than other people and may also bring trouble to their friends and relatives. However, in the company of like people, -Isms can occasionally be a benefit. The standard BESM -ism is Ageism, which works exactly as it's presented in the 2nd ed book. +1 BP - The -ism is a minor thing. Feuding families, minor political disputes, and similar things which can cause trouble but usually not violence. Modern American racism would fit into this category, more or less. +2 penalty to interaction-related rolls with appropriate bigots. +2 BP - The -ism is a major issue. Think Southern racism in the segregation era, or major conflicts like the Irish religious terrorism. Characters must be careful with what they reveal or they might be in danger. The roll penalty increases to +4. [ Favors ] -- Normal Defect The flip side of Contacts. A character that owes Favors has his 'marker' in the possession of some major NPC creditor. Unlike Owned By A (Noun), the character is not expected to follow orders from the people they owe on a daily basis, but if that marker is called in, the character is expected to perform the required service within reason at the earliest convenience. The repercussions of not doing so... could be mild, or quite severe, depending on the creditor. Favors will not be allowed without at least a good background description of the creditor and the favor. Favors does not represent monetary debt; that is better represented by Owned By A (Noun). +1 BP - The character owes an NPC either a handful of easy favors or favors where the consequence for ignorance is slight, or a major, difficult favor which is either difficult or carries serious consequences. +2 BP - The character owes either a number of major favors to one creditor, or a single major favor to a handful of creditors.