Dynamic Powers
Dynamic powers are those that are...well...dynamic. They can change and shift to suit the character's needs. Such abilities can be quite complex and confusing, so a great deal of discussion will be needed in order to incorporate them into an rp. It is up to GM's of each individual rp to decide if they wish to allow dynamic abilities in said rp. It is strongly recommended that dynamic abilities not be allowed unless any possible uses of the ability are discussed ahead of time.
I may allow these in some of my own rp's or not, depending on the setting and how well-fleshed-out the character to have them is. In most cases, dynamic abilities can easily be replaced by a series of other attributes, in come cases with variables and defects to mold them to the person's vision for their character.
Alternate Forms
Characters can purchase powers granting them the ability to transform. Point costs are generally discounted for these forms, but there must be some form of disadvantage or reason why the character cannot remain in that form all the time.
Combat Technique
Although this particular attribute isn't so much complex as it just has a really long description. This attribute is actually a long list of different abilities you can give your hero to help them out in various situations, mostly combat situations. When this thread is finished, the list will be posted here.
Companion
Companions can be bought using character points. Giving abilities and strengths to your companions provides a discount to the price due to the fact that companions must be present to be useful and splitting your points between two characters can be a disadvantage in itself.
This attribute is going to be slightly changed (for balance purposes) from its original state in the BESM 3rd edition book. This is because, when rping here on the forums, there is no gm to govern every event that occurs in the rp. The gm's control over events and npc's is a large part of what balances this attribute, thus some alterations to costs and points given for companions will be needed to make up for that.
Dimensional Portal
Opening dimensional portals to other worlds is going to be listed here for quite obvious reasons. Before taking this attribute, please discuss whether or not it is allowed in a particular campaign with the gm of that campaign. Adding alternate dimensions to an rp can make things potentially very complex and should be discussed to avoid confusion.
Dimension Walk
Similar to dimensional portal in that you can travel to other worlds, but different in the means. Through this, one actually journeys to another dimension by traveling and the dimension shifts around them to this new place. As before, this should be discussed with the gm of a particular campaign to see if it is allowed or not.
Metamorphosis
The ability to change one's self or others from whatever race they are into other races.
Mind Control
Control people with your mind. (and in some cases, things other than people, but more on that when I post the details)
Organizational Ties
Ties to a powerful organization, giving one the ability to call on resources and aid in times of need.
Pocket Dimension
Step right up, step right up! Own your own dimension! Shape it, mold it, even put stuff in it! This attribute allows a character to actually have their own little dimension. An item with this attribute may have some kind of extradimensional space in it. The possibilities are almost limitless.
Power Flux
Similar to Dynamic Powers, Power Flux allows players to have abilities that encompass a wide range of powers. Power flux, however, is much more limited, using an amount of character points each level with which the player can alter their abilities.
