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Krauss
Vice Captain

PostPosted: Tue Jul 28, 2009 8:40 am


Chapter 4: Attributes


The three Stats represent your character’s basic abilities. More specialised abilities are known as Attributes. They can represent innate talents, learned skills, racial traits, magical spells, psychic abilities, or superpowers. Attributes may be assigned to equipment (known as Items) or entities (known as Companions) to create personal gear and pets/assistants.

Some attributes have not been listed here, due to having too long of a description or being too complex for casual players. These have been moved to the Complex Attributes thread, found here.

Below is some helpful information to keep in mind while you look through the attributes section and decide which ones to give your character.


Quote:
Attributes Have to Make Sense!

Since BESM is an effects-based system, it’s possible for you to create Attribute combinations that are illogical or make no sense within the context of your campaign. While the GM always has final say, don’t try to break the spirit of the rules by creating inane Attribute applications. BESM is about providing guidelines for role-playing ... not foolproof mechanics


Quote:
How an Att ribute Works

Since BESM is a multi-genre game system, many of the Attributes presented herein may derive their power from different sources that are relevant to your specific campaign setting and parameters. For example, a character’s Flight Attribute could manifest as a result of a variety of sources: magic (in a high-fantasy setting), supernatural (in a horror or superheroic setting), psionics (in a post-human setting), technological (in a cyberpunk setting), genetic enhancements (in a “future- Earth” setting), natural ability (for winged creatures), etc. The possible sources that exist for your character’s powers will be outlined by the Game Master when necessary. For each Attribute assigned to your character, you should understand how that power was derived — the source of the Attribute. Although the source doesn’t need to be recorded on a character sheet, you should have a firm concept before assigning any Attribute. Sources are particularly important when the effects of certain Attributes are considered, including those of Block Power, Mimic, and Nullify. Those Attributes only act upon other Attributes that have particular sources. For example, a Nullify Attribute might only cancel out other magical Attributes, or other technological Attributes, or other genetically-enhanced Attributes, etc. Below is a partial list of possible Attribute sources, though you can develop your own when necessary with GM approval.
Divine — Attributes that are granted by The Powers That Be.
Magical — Attributes that derive from arcane or mystical energies.
Mutation — Attributes that arise from gene mutations, either constructed or accidental.
Natural — Attributes that are an extension of normal evolution of a species.
Psionics — Attributes that are powered primarily by thought alone.
Social — Attributes that outline advantages obtained through social interaction.
Skilled — Attributes that are acquired though learned and applied knowledge.
Supernatural — Attributes that defy natural laws without other obvious sources.
Technological —Attributes that function by using hard science and equipment.
PostPosted: Tue Jul 28, 2009 9:13 am


Armour

Quote:
Cost: 2 Points/Level
Variables: Custom
Progression: Linear; +2 Armour Rating each Level

The Armour Attribute can represents armoured plates, or simply skin or clothing that is highly resistant to damage. It is most often found on combat vehicles, cyborgs, androids, giant monsters, and powerful beings. Each Level provides an Armour Rating of 2. The damage inflicted by a successful attack on the character is reduced by his or her Armour Rating. For example, if an attack inflicted 30 damage and the character had Armour Level 5 (Armour Rating 10) he or she would only lose 20 Health Points. For alternatives to Armour, see Force Field (page 34) or Shield (page 50).
Custom Variable: Homogenous
All Armour is assumed to have some unprotected or partially protected points that can be targeted by a Called Shot to reduce protection (page 150); this particularly applies to Items with Armour such as vehicles, suits of armour, etc. This Custom Variable eliminates the unprotected area, and thus renders those Called Shots useless. The Homogenous Custom Variable is worth 4 Ranks, and increases the cost of the Armour by 4 Points total.
Custom Restriction: Emphasised
The Armour is focused against a particular uncommon attack form — the “special effect” of a Weapon, like fire or cold. The Attribute cost is reduced by 2 Points total, but it provides double protection against the particular attack form and only half protection against other forms of damage. A character can acquire both Emphasised Armour and ordinary Armour, even at different Levels, by assigning the Armour Attribute twice.
Custom Restriction: Optimised
Similar to Emphasised, but the Armour cost is reduced by 4 Points total and it provides no protection against other forms of damage.

Krauss
Vice Captain


Krauss
Vice Captain

PostPosted: Tue Jul 28, 2009 9:15 am


Attack Combat Mastery

Quote:
Cost: 10 Points/Level
Progression: Linear; +1 Attack Combat Value each Level

Attack Combat Mastery denotes either an innate “killer instinct” or the character’s intimate knowledge of a wide range of offensive combat techniques covering all aspects of armed and unarmed encounters. The Melee Attack (page 40) and Ranged Attack (page 48 ) Attributes lets a character specialise with particular weapons or specific styles, but Attack Combat Mastery allows a character to pick up any weapon (or use none at all) and be dangerously proficient. See page 105 for more information on the Attack Combat Value. Ranged Attacks and Size Characters and animals that are smaller than medium gain a bonus to Attack Combat Mastery when using ranged attacks only, as appropriate (see page 10 cool . The cost for this version of Attack Combat Mastery is reduced to 5 Points/Level.
PostPosted: Tue Jul 28, 2009 9:44 am


Aura of Inspiration

Quote:
Cost: 4 Points/Level
Relevant Stat: Soul
Progression: Linear; +1 bonus per Level

This ability can represent oratorical talents, innate charisma, supernatural awe, or even a beautiful or resonant voice. The character’s very presence inspires his or her friends, followers, or fans, filling them with energy and determination to transcend their own normal limitations in pursuit of a goal. Its nature depends on the character: a general through leadership and strategic prowess, an evil dictator might whip minions into a frenzy through hatred, a pop idol inspire through song, or a magical girl or mystical unicorn through the sheer power of love. It is also common for certain Items such as religious relics, holy shrines, or army standards to possess this ability. Aura of Inspiration takes a general action to initiate, during which the character must act appropriately — give an impassioned speech, start singing, threaten minions with destruction, or however his or her inspiration usually functions. Successful use of the Attribute requires succeeding with an average Soul Stat roll (Target Number 12). If it fails, the character can take another action and try again, but he or she is limited in the number of attempts per session (see below). Optionally, the character may define his or her Aura of Inspiration as working through a Skill, most often Intimidation, Military Sciences, Seduction, or Performing Arts. The character to make a Skill roll instead (which is usually easier, since the Skill Level is added to the roll), but the Aura of Inspiration will only work in appropriate situations — for example, when leading people into battle for Military Sciences or when free to sing or dance with for Performing Arts. Indicate the linked Skill and Specialisation on a character sheet (for example Aura of Inspiration — Military Science: Teamwork). A character with Aura of Inspiration can attempt to use it to inspire others a maximum number of times per game session equal to its Attribute Level. Each successful use gives an effect that lasts for an entire scene. During that scene, every friend or ally who shares the character’s goals will be inspired.

Inspired characters gain the following benefits:
• They can spend Energy Points (page 105) to modify their own die rolls using the Dramatic Feat rules (page 14 cool . Instead of being limited to spending Energy Points only in situations of great emotional significance, they can do so any time during the scene, provided they are doing so when acting in a way that fulfils the goals of the inspiring character.
• They receive a bonus equal to the Aura of Inspiration Level to any Stat rolls made to resist despair or fear (GM’s option). NPCs will, in general, be highly motivated which the GM will reflect through role-playing.

Any character with an Aura of Inspiration exerts a natural uplifting influence even without making a special effort. This helps his or her friends and allies recover any lost Energy Points more rapidly. As long as they are in the character’s immediate presence, they will regain extra Energy Points equal to the character’s Level each hour. A character may benefit from his or her own Aura of Inspiration. Multiple Auras of Inspiration do not have a cumulative effect.

Krauss
Vice Captain


Krauss
Vice Captain

PostPosted: Tue Jul 28, 2009 10:14 am


Block Power

Quote:
Cost: 2 or 12 Points/Level
Relevant Stat: Soul
Progression: Linear; opponent has -1 penalty to
effect character using +1 specific Attribute
each Level

Block Power is the ability to ward off an enemy’s use of an offensive Attribute when the character is targeted for assault. A magician’s counterspell or a protective amulet or scroll could be represented by Block Power. Block Power only works on Attributes that derive their powers from one particular source (such as magic or technology or supernatural ability; see the Designer’s Note on page 14) and that are ongoing or instantaneous (not permanent). The GM may allow Block Power to function against other classes of Attributes with a good justification. Block Power is the basic form. At a cost of 2 Points/Level, the character can block the offensive use of one Attribute at each Level. The identity of the Attributes must be determined during character creation (or when Block Power is assigned as advancement). In the case of the Weapon Attribute, only another character’s single, specific attack is blocked (which reduces an enemy’s attack roll). Block Power — Unlimited. For 12 Points/Level, the character can block offensive uses of all source-related Attributes, including all Weapons. When an opponent targets the character with a Blocked Attribute, he or she must succeed with an opposed Stat roll — but the attacker receives a penalty to his or her roll equal to the target’s Block Power Attribute Level. If the roll fails, the Attribute does not affect the character (although a multitarget Attribute may still affect the other targets).
PostPosted: Tue Jul 28, 2009 12:37 pm


Computer Scanning

Quote:
Cost: 4 Points/Level
Relevant Stat: Mind
Progression: Fast progression, starting at 10 cm radius
area at Level 1 (10 cm, 1 m, 10 m, 100 m,
1 km, 10 km, etc.)

With a successful Mind Stat check, characters with this Attribute can access, read, and understand data from all computers or “Silicon Age” technology in the surrounding area. The Attribute Level determines the maximum area in which the computers can be scanned. To read multiple computers over a network, the area Level must be high enough to encompass the target computers. Since this Attribute can be a very powerful tool in a campaign, the GM and players should ensure it is used appropriately. Characters who can control (rather than just read) complex networks or robots should take Mind Control. Characters who can control mechanical technology such as automobiles and construction equipment might instead possess the Telekinesis Attribute (page 55), with a specific restriction. This will let them manipulate levers, steering wheels, and so on remotely.

Krauss
Vice Captain


Krauss
Vice Captain

PostPosted: Tue Jul 28, 2009 12:40 pm


Damage Absorption


Quote:
Cost: 10 or 15 Points/Level + Special (see below)
Relevant Stat: Body
Progression: Linear; +5 damage converted into Health Points each Level

Damage Absorption is used to represent a character who grows stronger as he or she absorbs the energy of particular attacks. Certain types of demons, elementals, giant monsters, and artefacts may occasionally have this quality. The character can absorb up to 5 damage received from physical attacks (such as guns, swords, punches, or energy blasts) each Level, and change them into a corresponding number of Health Points or Energy Points before damage is inflicted (Health Points or Energy Points must be selected when this Attribute is first assigned). The new Health Points are added to the character’s current total immediately, which may temporarily raise the total above its normal maximum. Damage stopped by the character’s Armour Rating or Force Field Attribute cannot be absorbed. There are two versions. Damage Absorption — Charging is the basic version, and costs 10 Points/Level; the character’s Health Point or Energy Point total can never rise above his or her normal maximum (extra Points are lost). Damage Absorption — Boosting costs 15 Points/Level, and lets the character’s Health Point or Energy Point total be raised as high as twice its normal maximum value (for a duration of one hour). Damage can both be absorbed and converted (by the Damage Conversion Attribute; page 26) at the same time. Damage Absorption does not convert damage from non-physical or complex attacks, often including Weapons with the following Custom Variables: Continuing, Drain (Any), Flare, Incapacitating, Irritant, Psychic, Stun, Tangle. Combined Restoration For an additional 10 Points/Level, this Attribute can be specified as Damage Absorption: Combined Restoration. At each Attribute Level, the character still absorbs 5 damage to convert to his or her own use, but the absorbed Points are channelled to both Health Points and Energy Points simultaneously (5 to each/Level). Thus, the final cost would be either 20 Points/Level for Damage Absorption — Charging: Combined Restoration or 25 Points Points/Level for Damage Absorption — Boosting: Combined Restoration.
PostPosted: Tue Jul 28, 2009 12:50 pm


Damage Conversion

Quote:
Cost: 10 or 15 Points/Level
Relevant Stat: Body
Progression: Linear; +1 Character Point for every 5 damage received each Level

A character with this Attribute temporarily gains new abilities after suffering damage. Martial artists who can only deploy their most powerful “finishing moves” after they are on the ropes sometimes possess this ability. It is also often applicable to super robots, or powerful alien or demonic monsters that simply feed on the energies of beams, bullets, magic, or other attacks; unless the right attack form is used, they will simply keep getting stronger until destroyed. A character with this Attribute still loses Health Points from damaging attacks (such as guns, swords, punches, or energy blasts), but taking damage also grants additional Character Points that he or she can temporarily assign to Attributes. Character Points can be accumulated between attacks or combat rounds. Additionally, Character Points can only be assigned to Attributes the character already possesses. Damage can both be converted and absorbed (by the Damage Absorption Attribute; page 26) at the same time. Damage Conversion has no effect on attacks which do no actual damage, such as those with Weapon Level 0, and is not effective against other offensive Attribute, such as Metamorphosis or Mind Control. In addition, Stun damage (page 66) or the extra damage from Continuing Weapons (page 63) cannot be converted. The extra Character Points gained through combat dissipate very shortly after the battle has finished, or before the next dramatic scene (GM’s discretion). The maximum number of extra Character Points gained during one scene — even after damage from multiple attacks has been converted — equals 10 times the Damage Conversion Attribute Level.
There are two versions: Damage Conversion — Internal costs only 10 Points/ Level, but damage blocked by the character’s Armour and Force Field Attribute cannot be converted. Damage Conversion — External is 20 Points/Level, and damage that is blocked by the character’s Attributes can be converted. At each Level, the character gains 1 temporary Character Point for every 5 damage received from each single attack (round down). Most often, characters use these Points to enhance the following Attributes: Armour, Extra Actions, Extra Defences, Force Field, Massive Damage, Regeneration, Weapon, and Superstrength. Damage Conversion cannot be used to increase Stats (even through the Enhanced [Stat] Attribute) or acquire Tough — to increase the character’s Health Points see Damage Absorption, page 26. For example, a character with Level 3 Damage Conversion gains 3 Character Points for every 5 damage received. If an enemy blasted the character with a weapon that inflicts 40 damage, the character’s Health Point total would reduce by 40, but he or she would gain 24 temporary Character Points (40 ÷ 5 = 8, rounded down to 8; 8 x 3 = 24). If the character possessed Superstrength at a minimum of Level 1, he or she could raise it by 3 Levels immediately (since 24 Character Points ÷ 8 Points/Level = 3 Levels). With GM permission, Damage Conversion may be designed to convert forms of energy into Character Points, rather than converting damage. Examples of energy include: sound, light, radiation, mass, heat, and others. The progression of the Attribute under these conditions must be discussed with the GM.

Krauss
Vice Captain


Krauss
Vice Captain

PostPosted: Tue Jul 28, 2009 12:52 pm


Defense Combat Mastery

Quote:
Cost: 10 Points/Level
Progression: Linear; +1 Defence Combat Value each Level

Defence Combat Mastery denotes either an innate “danger instinct,” or the character’s intimate knowledge of a wide range of defensive combat techniques covering all aspects of armed and unarmed encounters. The Melee Defence (page 40) and Ranged Defence (page 48 ) Attributes lets a character specialise with particular weapons or specific styles, but Defence Combat Mastery allows a character to pick up any weapon (or use none at all) and still proficiently defend. See page 105 for more information on the DefenceCombat Value.
Ranged Attacks and Size Characters and animals that are smaller than medium gain a bonus to Defence Combat Mastery against ranged attacks only (see page 10 cool . The cost for this version of Defence Combat Mastery is reduced to 5 Points/Level.




Elasticity

Quote:
Cost: 4 Points/Level
Relevant Stat: Body
Progression: Medium progression, starting at stretching 10 cm at Level 1 (10 cm, 30 cm, 1 m, 3 m, 10 m, 30 m, etc.)

The character can stretch or contort his or her limbs and/or body to a superhuman degree, extending from 10 cm of stretching at Level 1 to 3 km and beyond at Levels 10+. This is most appropriate for giant robots with telescoping arms, sinuous demons or aliens, and rubbery creatures. Increased Levels not only provide greater flexibility, but also the control over fine manipulation (such as using a stretched finger to move specific tumbling mechanisms on a key lock). At high Levels, characters can squeeze under doors and through small holes, as well as mimic crude shapes. While stretched, the character receives a +1 Unarmed Attack/ Defence (Grappling) Skill bonus for each Level of Elasticity. Extremely malleable characters — who can contort their bodies into a virtually unlimited number of shapes to gain the benefits of other Attributes — should acquire the Dynamic Powers (page 29) or Power Flux Attribute (page 45) instead.
PostPosted: Tue Jul 28, 2009 1:20 pm


Energy Bonus

Quote:
Cost: 2 Points/Level
Progression: Linear; +5 Energy Points each Level

Possessing this Attribute increases the Energy Points of the character, allowing him or her to draw on a greater pool of energy reserves in times of need. This can often represent someone who has strong control over his or her ki or psychic energy, or simply extra stamina. See the Energy Points Derived Value (page 105) for information on EnergyPoints and their uses.
Energy Bonus normally adds directly to the character’s Energy Points, but it can also be acquired with a Restriction that limits its use — most often Activation (page 76), Emotional (page 78 ), Environmental (page 79), Assisted (page 77), or Equipment (page 79); others are only applicable with GM permission. If so, it forms a separate pool of Energy Points that are only usable in certain circumstances, and the player will have to keep track of these Energy Points separately. An example of an Energy Bonus with a restriction would be a magical girl or martial artist who had Energy Bonus (Emotional) — in times of crisis an extra pool of energy is available. Another example would be a priest who had Energy Bonus (Environmental: Temple).




Enhanced [Stat]

Quote:
Cost: 10 Points/Level
Progression: Linear; +1 Stat Value each Level

This Attribute is useful when a character should have one or more high Stat Values, but the player wants to indicate that the elevated Stats are derived from one particular source (such as magic or technology or supernatural ability; see the Designer’s Note on page 14).
In most instances, assigning Character Points to the Enhanced [Stat] Attribute or to the Stat directly results in the same benefit: a character with a Body of 12 or a Body of 7 with Enhanced [Body] at Level 5 both have a Body of 12. Each Enhanced [Stat] is limited to a maximum number of Levels equal to the maximum Stat allowed in the campaign (usually 12) minus the character’s pre-Enhanced Stat.

Krauss
Vice Captain


Krauss
Vice Captain

PostPosted: Tue Jul 28, 2009 1:48 pm


Environmental Influence

Quote:
Cost: 2 Points/Level
Relevant Stat: Soul
Progression: Linear; influence over +1 environment each Level

The character can initiate minor influence over environmental conditions in a surrounding 10-metre area, such as light, darkness, heat, cold, sound, specific weather conditions, etc. Creating a particular zone of Environmental Influence requires a general action. The effect lasts as long as the character desires.
The control is not sufficient to inflict significant damage on individuals or objects within the area of influence unless the target is particularly susceptible to damage from that environment (such as delicate plants dying from cold air, or a vampire with a Bane Defect to bright light). For damaging environmental effects, the character should acquire the Weapon Attribute (page 60) with the Dependent Restriction (page 78 ). For a much more versatile influence over the environment (such as weather control) see the Dynamic Powers Attribute (page 29) or Power Flux (page 45).


Exorcism

Quote:
Cost: 2 Points/Level
Relevant Stat: Soul
Progression: Linear; see below

A character with this Attribute knows how to perform or create rituals, charms or spells, or has a psychic power, that is capable of releasing, through touch, the victims of supernatural entities, possession, or mind control. Exorcism is used to reverse the results of the Mind Control Attribute. The attempt is made against the subject of the control, but it is the controller (who may or may not be present) who resists. A successful exorcism “cures” a character who is subject to Mind Control. This requires an opposed roll between the exorcist’s Soul Stat + Exorcism Attribute and the controller’s Soul Stat + Mind Control Attribute. If the exorcist wins, the target is freed. If he or she fails, the target remains under control, and the mind controller (if not present) is alerted that someone is interfering with his or her control. Exorcism may also be used to reverse the effects of the Metamorphosis Attribute if the alteration is Soul-based (GM’s discretion). If it is physical in nature, Healing is used instead. Use the same procedure, making an opposed roll between the exorcist’s Soul Stat + Exorcism Attribute and the source of the Metamorphosis’s Soul Stat + Metamorphosis Level. However, an exorcist may make only one attempt per day to reverse a particular individual’s Metamorphosis. Some exorcists also have the power to actively dispel demons, undead, and other entities who are present in the flesh, draining energy from them, sending them home, or destroying them. This should be taken as the Weapon Attribute with the Targeted (and often Psychic) Variables. The Exorcism Attribute is often contained within Items such as holy relics.
PostPosted: Tue Jul 28, 2009 1:53 pm


Extra Arms

Quote:
Cost: 2 Points/Level
Progression: Slow progression, starting at 1 extra arm at Level 1 (1, 2, 4, 8, 15, 30, etc.)

Unless indicated otherwise, all characters possess two arms and hands. By assigning this Attribute, the character can acquire more — usually because he or she is of nonhuman origin. An “arm” is defined loosely as an appendage that can reach out and manipulate objects. A trunk, tentacle, or prehensile tail is an arm; an appendage that simply ends in a gun-barrel, melee weapon, stump, or tool mount is not. Legs with paws or feet are not usually considered to be “arms” unless the character has good manipulation ability when using them (such as the way chimpanzees can use their feet to grasp objects). Extra arms are useful for holding onto several things at once, but do not give extra attacks (for that ability, see Extra Actions Attribute, below). Possessing only one arm or no arms is reflected by the Impaired Manipulation Defect (page 96).
Extra Arms (Telekinetic)
A character who has Telekinesis may take Extra Arms (Telekinesis) at a reduced cost of 1 Point/Level. This gives him or her the ability to use Telekinesis to manipulate objects as if he or she had more than two arms. Performing multiple actions at once still requires Extra Actions.



Extra Actions

Quote:
Cost: 15 Points/Level
Progression: Linear; +1 action per round each Level

This Attribute reflects the character’s ability to act extremely rapidly. Each round, the character may make one or more additional offensive or general (but not tactical) actions — all of which occur on the character’s Initiative. In addition, unless two or more opponents are very close together, attacks with no range must target the same person. Assigned to Items, Extra Actions can represent computer or other automatic assistance.



Extra Defenses

Quote:
Cost: 5 Points/Level
Progression: Linear; +1 defence per round each Level

This Attribute reflects the character’s ability to use every defensive combat situation to his or her benefit. Each round, the character may make one or more additional defensive actions. Additionally, penalties for performing more than one defensive action each round (page 145) only apply after the extra defences are used. For example, penalties only start accumulating on the fifth defence for a character with Level 3 Extra Defences.

Krauss
Vice Captain


Krauss
Vice Captain

PostPosted: Tue Jul 28, 2009 2:26 pm


Features

Quote:
Cost: 1 Point/Level
Relevant Stat: Variable
Progression: Linear; +1 Feature each Level

The character possesses various secondary abilities that grant useful, but minor, advantages. The GM may assume that any feature is too trivial (in the context of the campaign) to require characters to purchase this Attribute to represent it. In particular, a character or Item need not acquire accessories that are purely descriptive, implied by other Attributes (such as fins if you have Water Speed) or are ubiquitous given its size and other functions (like headlights or safety belts in a modern vehicle, or fur/feathers on an animal). GMs should take care not to make individual Features too important. If a Feature is so useful that every character needs it to compete, than it shouldn’t be just a Feature. See Table 4-3: Example Features for a partial list of Features that the GM may make available in your game. Personal Features Features can also be used to grant various minor talents, such as eidetic memory, perfect pitch, or weather sense. Personal features of this sort may grant a slight (+1) or significant (+3) bonus to Stat or Skill rolls in certain circumstances, but should not usually be more useful than Skills (page 52).

Racial Features
Features possessed by non-humans can reflect various small biological advantages provided they are not covered by other Attributes. Examples of racial features include low-light vision (like a cat — not the ability to see in total darkness), a pouch, light armour (with Armour Rating 1), etc. A wide range of other Attributes covers other more useful racial abilities and features such as wings (see Flight), fangs (see Weapon), and super hearing (see Heightened Senses); these are not Features.

Technological Features
These are usually assigned to robots, androids, or cyborgs, or embodied in Items such as vehicles or handheld gadgets. Examples include camera, computer, global positioning system, stereo system, etc. Most technological devices not covered by other Attributes can be represented as a single Feature with no other Attributes, though trivial or common Features need not be assigned.

Features (Appearance)
Characters may be reasonably attractive (or average, or mildly unattractive) at no Character Point cost. Features (Appearance) represents outstanding looks that will turn heads and influence reactions. They may be further defined as beauty (engendering romantic attraction if so inclined) or cuteness (encouraging feelings of protectiveness). Appearance may be assigned multiple times indicates to represent heightened levels of extreme beauty or cuteness, with Appearance x3 usually representing the most beautiful, handsome, or cute person in the world.

Features (Extra Capacity)
This is a very common technological feature for vehicle and location Items, but it can also be applied to anyone large enough to carry someone inside itself, such as a living starship or a god with a city in its body. Assigning it once allows one extra person or up to 100 kg of cargo to be carried. Each extra assignment of Extra Capacity doubles this, following slow progression (Table 4-1; page 15); thus, Features (Extra Capacity 3) allows an extra 4 people or 400 kg. This capacity is in addition to the one person that is assumed to fit inside a vehicle or location. It can be assigned any number of times, but unless the character or Item is bigger inside than it is outside, an appropriate Awkward Size (page 94) should also be assigned.

Features (Negative Size Category)
This Feature can only be assigned to mecha Items that are used in combat situations — vehicles, giant robots, spy hover-cams, spaceships, etc.. For every Size Rank (page 10 cool the Item is below the default (medium; Size 0), the Item must have this Feature at the cost of 4 Ranks. Tiny Items make smaller targets in ranged combat. For every Size Rank the target is smaller than the attacker, the attacker gains a -1 penalty to hit with a ranged weapon. Conversely, for every Size Rank the target is larger than the attacker, the attacker receives a +1 bonus with a ranged weapon. For example, a if a small Item (Size -1) and a diminutive Item (Size -3) are in ranged combat, the small Item gains a -2 penalty to hit while the diminutive Item gains a +2 bonus to hit.
PostPosted: Wed Jul 29, 2009 5:05 pm


Flight

Quote:
Cost: 8 Points/Level
Relevant Stat: Body
Progression: Medium progression, starting at 10 kph at Level 1 (10, 30, 100, 300, 1000, 3000 kph, etc.)

A character with Flight can fly through an atmosphere (see Spaceflight, page 52, for non-atmospheric flying). The method used to achieve flight can vary greatly: wings, paranormal power, rotors, rockets, anti-gravity, psionic levitation, magic, or some other technique. Depending on the speed at which the character is moving, opponents may suffer a penalty to hit the character (see Attacking Moving Targets). A fast-moving character may have an attack penalty as well. The base version of Flight lets the character hover and fly at variable speeds, take off and land vertically, or stop in mid-air. This is the most common type of flight possessed by characters.

Flight Custom Restrictions
The Flight Attribute can be limited by assigning one or more of the following Custom Restrictions, each reducing the cost of Flight by 1 Point.
Glide
The flyer can only become airborne if he or she launches from a high place (like a tree or rooftop) or from a fastmoving vehicle. Additionally, he or she can only gain speed by diving, or gain altitude by riding thermals.
Maintain
The character needs a smooth surface or running start for landing and take off (typically about 1 metre per kg of body mass) and must maintain a minimum speed (often about 10% of top speed) once airborne to avoid crashing. A flyer with Maintain takes one round per Level to accelerate to or decelerate from his or her top speed.
Skim
The character is limited to skimming no more than a metre or two off the ground or water. He or she may be riding on a cushion of air, magnetic lines of force, or even travelling along a magical weave.
Spread
The character needs plenty of free space surrounding him or her to fly. This Restrictions is most often associated with winged flight, with space required to execute wing flaps properly.

Krauss
Vice Captain


Krauss
Vice Captain

PostPosted: Wed Jul 29, 2009 5:07 pm


Force Field

Quote:
Cost: 3 Points/Level
Relevant Stat: Mind
Progression: Linear; +4 Armour Rating each Level

A Force Field is an energy field around the character that protects against incoming attacks. Force Fields can represent magical barriers, telekinetic shields, or technological “screens.” A Force Field can be “up” or “down.” When down, it does not stop any damage. Unless the Detectable Restriction is assigned, an up Force Field is invisible. Force Field status must be determined at the start of the character’s actions for the round and cannot be changed until his or her turn to act in the next round. Damage is first reduced by the Force Field’s Armour Rating, with any additional damage that got past it applied against Armour (if any). Thus, if a weapon hit successfully penetrates a Force Field, the Armour Attribute can still protect against it.
A typical Force Field is different from Armour, since it can be battered down by a sufficiently powerful attack. If an attack inflicts more damage than the Force Field prevents (even if the rest of the damage is stopped by Armour), the Force Field temporarily loses one Level of effectiveness. The character can only regain Levels if the field is “down” and regenerating, unless the Regenerating Variable is assigned. A Force Field recovers one Level for every full round it is turned off and not in operation (“down”). A Force Field that is knocked to zero Levels automatically shuts off to regenerate.
Quote:
Force Field Custom Variables
A Force Field can be given additional customised Variables. Each one gives it some special capability. Unless noted, each can be taken only once and increases cost by +1 Point.
Air-Tight
The field prevents the passage of gas molecules. While this is a beneficial defence against toxic gas attacks, a character in the field will eventually deplete all breathable oxygen.
Blocks Incorporeal
The field prevents the passage of Insubstantial characters through it, even if they can normally pass through energy barriers.
Blocks Teleport
A character cannot teleport into or out of the field.
Field-Penetrating
The Force Field can be used to interpenetrate other Force Fields while making attacks (or moving through them). If the character’s Force Field is in direct contact with an enemy Force Field, and has a higher Armour Rating than the foe’s, the enemy’s field offers no protection against the character’s attack, but it is still up. In this case, the character may actually move through the neutralised field.
Offensive
The field delivers a powerful electric or energy shock to anyone who touches it, as if it possessed a Weapon Level equal to the Force Field’s current Level. Thus, the damage inflicted may decrease as the Force Field is hit and loses levels of effectiveness.
Regenerating
If the character uses one general action to regenerate the Force Field, it regains one lost Level of effectiveness. A character with the Extra Actions Attribute (page 32) can regenerate multiples Levels each round. Force Field Custom Restrict ions A field can be given these Restrictions. Unless noted, each can be taken only once and reduces the cost by -1 Point.
Both Directions
The Force Field blocks attacks moving in any direction, both inwards and outwards, thereby virtually preventing the user from attacking when the Force Field is up. This means that when the Force Field is active and the user makes an attack, the Force Field will affect their attack as it would an outside attacker’s (reducing the damage inflicted and going down in Level if its protection value is exceeded).
Internal
The field is only usable inside a specific building or other structure. This can be used to represent a Force Field that protects a vital part of a building’s interior such as the power plant or dungeon cells, or a character who draws personal Force Field energy from some sort of power source inside his or her headquarters. This should usually only be taken by Force Field’s built into Location or Vehicle Items.
Limited
The field has a small (one assignment; -1 Point) or large (two assignments; -2 Points) limitation. An example of a small limitation would be a Force Field that is effective against ranged attacks but not melee, or one that offers fullstrength frontal and rear protection but only half-strength protection from above. An example of a large limitation would be a Force Field that prevents the character from making any attacks during operation, one that is unstable in certain types of environments (such as sub-zero temperatures or near water), or one that only works against a very specific type of weapon (such as lasers).
Static
The character cannot move when generating the field. He or she may still attack or otherwise act, but must stay in one place (or continue to drift if floating through space, continue to fall if falling, etc.).
Reply
Computer Lab (BESM System, Under Construction)

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