Take control
of d20 System
character creation!
BESM d20 Revised provides you with
a point-based character creation mechanic
that gives players and GMs a method
to create exciting, dynamic, and balanced
d20 System characters for all styles
and genres of play.

You can use BESM d20 Revised by itself,
or plug it into your favourite d20 System game.
It’s built for anime — but powerful enough
to handle anything.

BESM d20 Revised includes new optional rules to
further enhance your campaign as well as the
expanded mecha creation rules from d20 Mecha.

d20 Redefined.
T aking characters to the next level.

BESM d20 Deluxe Limited Edition
2003 Origins A ward Nominee for Best Graphic Design

Requires the use of
a Roleplaying Game Core Book
published by Wizards of the Coast, Inc.

WRITTEN BY
Mark C. MacKinnon

ADDITIONAL WRITING BY
Matthew Keeley, Jeff Mackintosh, Alejandro Melchor, David L. Pulver, Jesse Scoble, and Ian Sturrock

ART DIRECTION AND GRAPHIC PRODUCTION BY
Jeff Mackintosh

EDITING BY
Jeff Mackintosh , Jesse Scoble

COVER BY
Niko Geyer

INTERIOR ARTWORK BY
Axel, Jason Chan, Lindsay Cibos, Niko Geyer, Jared Hodges, Ben Overmyer

PLAYTESTERS
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Small Counters 81 Chapter 8: Feats 81 Step 8: Select Feats 157 Bonus Material: Mecha Creation Rules 161 Step 1: Choose Mecha Type 87 Chapter 9: Defects 161 Step 2: Choose Size 87 Step 9: Select Defects 161 Step 3: Choose Hit Points 162 Step 4: Choose Occupants and Cargo 162 Step 5: Choose Armour 96 Chapter 10: Finishing Touches 163 Step 6: Choose Defence 96 Step 10: Determine Calculated Values 163 Step 7: Choose Strength 97 Step 11: Earn Background Points 163 Step 8: Choose Speed 165 Step 9: Choose Handling 167 Step 10: Choose Special Abilities 98 Chapter 11: Equipment 172 Step 11: Choose Exitic Abilities 98 Anime Toys 174 Step 12: Choose Defects 98 Weapons 176 Step 13: Design Weapons 102 Vehicles 183 Special Rules 106 Body Armour and Protective Devices 184 Mecha Point Equivalents 108 Breaking Objects 3 .TABLE OF CONTENTS 4 Chapter 1: Introduction 110 Chapter 12: Combat 4 What is Anime? 110 Combat Introduction 4 Anime Origins 111 Dice and Dice Rolls TABLE OF CONTENTS 4 Anime Genres 114 Combat 6 What is a Role-Playing Game? 114 Initiative CHAPTER 1: 6 Playing BESM d20 115 Character Action 120 Non-Combat Actions 120 Defence 8 Chapter 2: Character Creation 121 Damage 8 Character Creation Basics 123 Mind Combat 9 Step 1: GM Discussion 124 Recovery 10 Step 2: Character Outline 124 Using Attributes in Combat 125 Character Advancement 11 Chapter 3: Abilities 11 Step 3: Generate Ability Scores 126 Chapter 13: Role-Playing 126 Campaigns. and One-Shots 126 Choice of Genre 13 Chapter 4: Races 127 Creating a Game Setting 13 Step 4: Select Race 130 World Building 132 Designing Adventures 138 Character Advancement 14 Chapter 5: Classes 138 Advice for the GM 14 Step 5: Select Class 139 Advice for the Player 32 Deconstruction of the d20 System Fantasy Classes 33 Examining d20 Modern Classes 140 Appendix: Optional Rules 140 Chases 37 Chapter 6: Attributes 145 Damage Saves 37 Step 6: Assign Attributes 146 Fate Points 147 School Campaigns 148 Hit Locations 74 Chapter 7: Skills 148 Narrative Battles 74 Step 7: Select Skills 151 Epic Level Characters 152 Making BESM d20 Classless 153 Big Combats. Mini-Campaigns.

Hamtaro. burning for Anime includes familiar genres such as space opera. when direct-to-video (OAV. Instead of comic book heroes and villains. Mushi Productions. the growing the world from evil. Trigun. relatively few anime-derived series were opera) that often matches or exceeds the best of Western cinematic translated and adapted for television in the 1970s and 1980s. Centauri Knights d20 (Product # 02-602). fighter planes. and fan activities and helped fuel the If the mecha show is the classic shonen (young boy) anime series. books. Escaflowne. of which death for the first time. middle. the “impossible” happened when the magical girl show. shows such as Card Captor Sakura. (such as Akira. elements with characters encountering heartbreak. allowing production studios to produce shows aimed at “real” military hardware used by governments or corporations to fight smaller niche audiences or older viewers in a much greater diversity of wars or combat terrorism. military “hero” shows. Most of science fiction television. shows are often larger than life: angst-ridden. cartoons have in Canada and the United States. The first anime series produced in Japan was Tetsuwan Atom (1963). fighting opponents much like themselves. One reason for the The start of the new century is seeing an explosion in anime with popularity of anime is its diverse subject matter. popularity of anime allowed companies to release longer TV series 4 . While North American appearance in Japan. Digimon. Be sure to check out Guardians Of Order’s d20 those that did appear were heavily altered. revenge. L one Wolf and Cub. It is very common for shows to ANIME ORIGINS combine elements from several genres. Freed from the (Japanese comic). Sailor Moon. often losing those Japanese mecha creation system supplement. a number of American companies began friendship. MECHA created by Osamu Tezuka and his animation studio. or giant robots. and more. Characters in these titles from Marvel and DC. television. A show can tell a complete story with a beginning. In 1986 and magical girl show epitomises shojo anime. Later. and end rather than simply present a series of disconnected episodes that lurch onward ANIME GENRES until cancellation. alien girlfriend comedy). Dragonball Z. spaceships. Japan. evil monsters bent on world domination (a theatrical release of the Akira motion picture captured new fans. though not exclusively. whose adaptations left their story arcs largely intact. coupled with a willingness to tackle stories that appeal to older exclusively in black and white) are even more diverse than anime. Anime is often. inside super powered cars. broadcasting on television. Gundam Wing. Original Animation Video) anime Mobile Suit Gundam. The fandom that developed around these shows was MAGICAL GIRL sustained by various comics. direct-to-video releases. the first shojo (young girl) anime to do so. INTRODUCTION anime includes many shows aimed explicitly at teenagers or older Cowboy Beebop. and including some of the best of the then-new science fiction OAV series like occasionally death in their struggle to win love for themselves and protect Gunbuster (1988) and Bubblegum Crisis (1988). Among the first mecha anime series were (1981. The legacy of this “OAV boom” (and the rise of speciality cable TV) characters were often young and talented soldiers facing combat and was a renaissance in original television anime in the late 1990s. Neon Genesis suspend disbelief in the robots or spaceships themselves. In 1995. Mobile Suit Gundam (1979. high-school soap operas. based on a published manga Science fiction and fantasy fare very well in anime. Manga serve as world-shaking sorcery. Japanese manga (published almost effects. Alien invasions. inspiration for television series. Urusei Yatsura form-fitting powered armour. if you plan to add mecha to your games. the first anime-inspired giant robot board games and RPGs. submarines. the U. ranging from fantasy and TV series being translated and released on video within months of their science fiction to romantic comedy and horror. anime has improved in both sophistication and quality. space opera). Some of the more exotic sub-genres are outlined here. Nausicaa and Appleseed) and the mysterious male allies. or hopelessly in love. high school romance. or suits of with series like Space Battleship Yamato (1975. WHAT IS ANIME? (notably Ranma 1/2. cyberpunk. utterly clueless. and this in turn permits more sophisticated story lines and a Monster Rancher. manga has also influenced the drawing style of comic depictions of life in space are all a part of anime. transform into a costumed magical superheroine to fight evil. many shows bring fantastic visions to vivid life. cops-and-robbers shows. one of the first successful non-mecha series in America) direct to video. These series usually feature an 1987 the first American anime magazines appeared. obsessively detailed military hardware. genre offers quality space opera or cyberpunk drama (with a dash of soap In North America. Often the subtitled tapes. this series became popular in the West as Astro Boy. d20 Mecha (Product #02-601). In the 1990s. The niftiest robots. Recently. a compilation of Macross and two other anime shows). Its success has added garnered much more respect in its native country than North American a new generation of young female (and male) fans. began appearing on North American “Anime” is the accepted term for animation from Japan. and viewers. in which teenage champions fought evil masterminds from drama). Many magical girl anime also include strong dramatic releasing quality subtitled and dubbed translations of anime releases. transforming robots. human-piloted robots. and elements (such as a continuing story arc) that made them interesting in the far-future hard SF setting.S. Successful comic book translations of high quality Japanese manga Common elements in these anime are cute talking animal companions. science fiction soap opera). It has television. CHAPTER 1: viewers. super-powered heroes. A major breakthrough came in the early bigger robots (which also sold lots of cool toys). the mecha anime Evangelion (1996). the first place. subs. From the 1980s Mecha shows are anime that feature such machines in action. P okemon. Macross (1983. tragedy. More and more elementary or high school-aged girl who is granted the power to Westerners became active in the distribution of Japanese language or fan. It’s a good time to be an anime fan! Another factor in the appeal of anime is the ongoing multi-episode story arcs that are a common feature of many live-action TV dramas. and anime returning to mainstream American cartoons tend to be written for younger audiences (with a few exceptions). This is the Japanese term for a machine that appears in anime. P okemon (1999). The Japanese comics industry is among the most budgetary constraints imposed by the high cost of live-action special prolific and vibrant in the world. widely accepted as a legitimate literary and artistic form. often giant. Sailor Moon (1992. version of Space Battleship Yamato) and Robotech (1985. as fans became aware of the “OAV boom” taking place in magical girl will discover other magical girls who become her allies. Tenchi Muyo!. martial arts comedy) Mazinger Z. and the value of In the late 1980s. like magical girl drama) and Ranma 1/2 (1994. the genres. Over the last few years. which treated giant robots or space battleships as releases caught on. Then came series like 1980s. and Yu-Gi-Oh! have begun wider array of genres. If you the most influential series were the mecha-conspiracy saga. and realistic movies. Notable exceptions were Star Blazers (1979. and monster gladiator kids’ show. through the 1990s. could transform into different shapes or combine into even exemplifying particular genres. and theatrical demonic monsters. different set each season).

The guy may be an ordinary teenager. In this world. baseball or basketball players. 5 . these science fantasy anime begin with one or more characters in modern Japan.) gets in the way. INTERDIMENSIONAL EXILES Cousins to Through the Looking Glass. goddesses. The genre has spun off into “Dating Simulation” console games. The girls are aliens.. matches. magicians. this offers a combination of love triangle and action-comedy that appeals to both boys and girls. wins the respect of fellow team members. The plots in sports anime focus as much on their characters’ emotional development as on the actual training. angst-ridden teenage boys whose pretty boy features are designed to appeal to female fans while the action typically draws male viewers. INTRODUCTION CHAPTER 1: MARTIAL ARTS Featuring battles inspired by manga. the world needs saving. John Carter of Mars or The Wizard of Oz. much like fantasy RPG characters want to “go up in level. Sentai team shows features groups of characters who battle evil. Some sports anime are even set in the future. This genre can cross over with the martial arts or even mecha genres. Sequels often feature greater challenges or travel (“on to the Olympics!”). leaders. Often the hero would like nothing more than to dump the lot of them and just date a “normal” girl next door. and the characters are magically summoned or otherwise sucked into another dimension — a fantasy world where magic. EXOTIC GIRLFRIEND These shows are situation comedies or comedy-drama where a seemingly ordinary boy finds himself in a relationship with one or more exotic girls that fall madly in love with him. and an epic battle rages between rival forces. and Hong Kong wuxia (“wire fu”) movies. alien races or lost super technologies exist. many of which spawn their own anime. depending on the kind of sports involved. Often the battle lines are not so clear cut. SPORTS ANIME The characters may be tennis pros. featuring a team of buff. robots. and all jealously compete for the hero’s affection. or tournaments. Often the martial arts genre crosses over with the supernatural as heroes battle magicians or labour under strange curses. and leads them to victory in the final competition. The hero often starts out lacking self-confidence and skill. allowing them to become mecha pilots. and the group of castaways ends up split between both sides. video games. race car drivers. or warriors in the earth- shaking struggle taking place — if they pick the right side with which to join. the exiled Earthlings often possess special abilities. etc. fighter pilots. Something weird happens. but with the help of a best friend or coach pulls through. Characters in martial arts anime are often obsessed with proving themselves and discovering new techniques. or he may be more than he seems. Since the girls have special powers or big guns. anime martial artist shows regularly transcend the limitations of reality to produce incredibly ki-powered special attacks such as fireballs or geysers of energy. or some other type of athlete. often in tight-fitting technological or magical armour. These often draw inspiration from live- action hero team shows such as Ultra Man or Power Rangers. with science fiction sports that do not exist today. An occasionally popular sub-genre is the “boys in armour” series. There are rare variations that feature a bunch of guys and one girl. as is the relationship with their manager/coach/sensei. The mix of intense rivalry and close friendship between the different team members is important.HERO TEAM (SENTAI) A more generic cousin to the magical girl show. but the plot (alien invaders. tag-team wrestlers. etc. martial artists.” Martial arts stories may be set in the real world or in exotic landscapes such as post- apocalyptic wastelands or medieval China.

making BESM d20 ideal for either the novice or experienced role-player. More advice on choosing an anime show often crosses over with the supernatural action or mecha genres. The free will to affect their own destiny.” and “Superheroes. Role-playing is a group effort. family. and interests are not covered by the rules CHAPTER 1: fiction rationale with psychic powers or sinister parasitic or shape-shifting and are described by each player according to his or her choice of aliens. Often an innocent school boy or girl is a pawn in some Campaigns require more commitment from everyone involved. These As a GM. Then. hobbies. and a ninja’s vital to everyone’s enjoyment of the game. spirits. of the adventure as well as all the non-player characters (NPCs) your Variations are shows that take place in pseudo-historical China or India. and. You must establish the genre. in unexpected situations. The GM is also responsible for These shows are superficially “horror” series in that they feature creating the plot and the setting for the game adventures and works demons. and the ability to improvise relics of ancient civilisations whose secrets are now lost. a role-playing game (RPG) is the “mature” version of the games we used to play as children: “House. working through the unexpected twists and turns of the plot with the help of other major characters. A number of episodes using the These anime usually focus on government plots or secret corporate same characters can be linked together to form an anime campaign. cybernetics. It takes extra time and effort. magical future session. Small Mouth: d20 System RPG. as well as between the players themselves. Magical girls can be considered one unique sub-set of this genre. group of players will meet during the game. NPCs are similar to the background characters in a movie — few are given quality screen time with the major characters unless they are good buddies.” “Cops and Robbers. or discovers a clue (like a mecha suit) that leads him or her effort worthwhile. psychic powers. The big difference is that In Big Eyes. and there are wheels within 10 years.” A rule system assists in settling conflicts and resolving actions. you must be able to project your imagination to the These Western-style anime shows draw most of their inspiration players by describing in vivid detail the world in which they live. and positive Buddhist monks. The players 6 . from computer and console RPGs and fantasy role-playing games. indicate relative ability. He or interested in more than just their victim’s blood and souls. and plot Japanese history in the same way that westerns do with the Old West. or advanced mecha as part of Role-Playing. and even the character’s own identity may be a lie. experiments. character personality. you control your character’s actions in the game. to this end. good judgement. often with the use of a random generator (usually dice) to add an unpredictable element to the game. genre and on Game Mastering in general can be found in Chapter 13: with artificial intelligence. but you must keep in mind that every These historical anime take place in ancient or medieval Japan. Additionally. but sinister project to create or control a super weapon designed to fight a watching the characters grow as the greater plot unfolds makes the extra hidden enemy. latter consists of techno-magical robots. Nevertheless. players assume the role instead of being ineffectual. although the resolution system and combat are the most recent anime genre. tell the GM what their anime alter-egos would like to do. insanely destructive magical spells (mostly powered-up that is too rigid may leave players feeling their characters have lost the variations of fireballs) and often a blend of magic and technology. martial arts. or supernatural adventure the GM will be using. however. as are the “naughty tentacle” shows where the horrific demons are As a player. and the GM SUPERNATURAL ACTION describes the results of their actions. A plot have huge ears). the heroes often have access to high of an anime character suitable to the time period and setting of the technology. The remaining elements of a character’s INTRODUCTION Sometimes the horror is purely supernatural. the core PLAYING GAME? mechanisms of the game have remained straightforward. PETInspired MONSTER PLAYING BESM d20 by virtual pets and console games. or it may have a science. magical powers. The most engaging campaigns can last upwards of 5- into its midst. each several hours in length. and the you must possess creativity. but keeping a campaign running for 8 months to a few years is wheels. she can be likened to one of the major characters in an anime movie. is the primary focus of Big Eyes. Thus. conflicts. but the reward of a well-played adventure can be almost euphoric. the role-playing interactions between the GM and the players. out-of-control psionic teenagers. A game requires a handful of players and one person to act as the Game Master (GM) or referee. A heroic interactions between your character and those of the other players are samurai or ninja can dispatch a dozen enemies with his blade. vampires. WHAT IS A ROLE. or closely with the players to keep the game interesting and fun for all. Small Mouth d20 (BESM d20). but add after all that. or central to the SWORDS AND SORCERY plot. your game plot must remain sufficiently flexible to allow their own unique twist. setting. some strengths and weaknesses to their characters using numbers to these anime are really action-adventure shows with a supernatural twist. background. the experiment. They afford a high level of detail. bag of tricks range from explosive bombs to literal invisibility. This includes visual elements (anime elves often the characters’ actions to make a definite impact on the adventure. The rules are simple to use and thus do not monsters” either as gladiators or as partners in a battle against evil. androids. The game system helps players assign abilities of their own and can battle the monsters on an even basis. other terrors that are menacing the world. ninja assassins. and blood-soaked revenge. action. Neither side is what it seems. This sort of considered tremendously successful. This element is one of the central strengths of the game. these insanely popular BESM d20 is a multi-genre anime game that accommodates nearly kids anime feature wandering children who collect or train “pet any setting or time period. Each role-playing adventure or episode will require one or two WEIRD CONSPIRACY sessions. Should you assume the role of GM. ghosts. warring clans. Your character’s actions can greatly affect SAMURAI OR NINJA ACTION the outcome of the adventure. your contribution will be much greater than that from shows are generally “historical fantasies” playing fast and loose with any one player. or flying ships. and amongst the most popular (and system have been designed to capture the fast-moving nature of anime profitable) in North America. a action has a consequence that could return to haunt your character in a world of katana-wielding samurai warriors. For many people.

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DICELikeAND NOTATIONS
CHARACTER all d20 System games, BESM d20 uses polyhedral (multi-
sided) dice at various points in the game. This typically includes dice with

CREATION BASICS the following number of sides: 4, 6, 8, 10, 12, and 20. When a random
number needs to be generated through a dice roll, the exact dice to be
rolled will be indicated by the formula XdY+Z, where:
The design of a new character for BESM d20 should involve a • X is the number of dice rolled
thoughtful collaboration between the player and the GM. Your objective • d represents the word “dice”
is to create a character who is fun to play, has plenty of reason to • Y is the type of die rolled (number of sides)
adventure, and who fits into the GM’s campaign. In BESM d20, you can • Z is a fixed value added to the roll (omitted for a zero)
CHARACTER CREATION

choose to spend as little as ten minutes designing a character or upwards For example, 2d8+4 indicates you should roll two eight-sided dice
of an hour. The difference lies in the amount of detail and individuality and add 4 to the generated value. Similarly, 5d6 indicates a roll of five six-
CHAPTER 2:

given to your character. At no time during an RPG campaign do you have sided dice, while 2d10-2 means roll two 10-sided dice and subtract two
more control over the destiny of your character than during the creation from the result.
process. If you have any questions about game mechanics or specific
character abilities, talk to the GM before you begin character creation.

8

closely to the GM’s descriptions since it will impact directly on the

STEP 1: GM DISCUSSION character you wish to create. It is not useful if you decide to create a
computer hacker character should the GM set the game in late Seventh
Century Japan.
You and the other players should discuss the nature of the Ask for clarification of any rule modifications the GM plans to use
upcoming game with the GM. Before any characters are created, the GM as well as any background restrictions on your character. If you have any
should outline such details as genre, setting, campaign duration, story game preferences involving issues such as combat intensity, maturity
boundaries, and expected time commitment. A variety of game genres level, or drama versus comedy ratio, let the GM know about them. Help
are discussed in Chapter 13: Role-Playing. As a player, you should listen the GM create the game that you all want to play.

Character Creation Summary

CHARACTER CREATION
STEP 1: GM DISCUSSION CHARACTER LEVEL VS. CLASS LEVEL

CHAPTER 2:
Talk to the GM about the upcoming game. Issues that Players and GMs should remember the difference between
should be addressed include duration, scheduled playtime, the Character Level and Class Level when using BESM d20.
setting and related time line, and the thematic intensity level.
Based on this, the GM should set the experience level of the CLASS LEVEL
campaign, which will determine your character’s level and Class Level is a reflection of the character’s experience. As a
number of discretionary Character Points. character successfully overcomes challenges and adventures, he or
she gains experience and knowledge. His or her Class Level increases
STEP 2: CHARACTER OUTLINE to represent of that increased experience. A character may have
Use the game boundaries established through your talk several Class Levels if he or she is advancing in multiple classes. For
with the GM to develop a rough character outline. See page 10. example, a 4th Level Mecha Pilot/7th Level Sentai Member has a
Class Level of 4 as a Mecha Pilot and 7 as a Sentai Member.
STEP 3: GENERATE ABILITY SCORES
Following the guidelines in the Player’s Handbook, generate CHARACTER LEVEL
your character’s six Ability Scores. These generated values may be Character Level measures the character’s overall power and
modified to fit your character concept. See page 11. ability. It is a combination of several factors including the
character’s combined experience (the total of his or her Class
STEP 4: SELECT RACE Levels) and the character’s base, natural power. For example, the
Use either an existing race or create a new one with 4th Level Mecha Pilot/7th Level Sentai Member has a total
permission of the GM. See page 13. Character Level of 11.

STEP 5: SELECT CLASS
BESM d20 introduces 15 new classes for use within the
d20 system. See page 14. STARTING CHARACTER LEVEL
One of the most important things that the Game Master should
STEP 6: ASSIGN ATTRIBUTES discuss with his or her players is the starting character Level. While
Any remaining Character Points may be used to acquire characters traditionally start at 1st Level in most d20 System games, the
Attributes, usually rated in Ranks from 1 to 10. See page 37. GM and players may want to adventure with more experienced — and
thus more powerful and capable — characters. Table 2-1 shows the
STEP 7: SELECT SKILLS relationship between starting character Level and power level.
Following the guidelines in the Player’s Handbook, Characters that begin higher than 1st Level gain all the benefits and
determine your character’s Skill Ranks. If you assigned the special abilities granted from 1st Level to their current Level and begin
Highly Skilled Attribute to your character, you may have more the game with an appropriate number of Experience Points (see the
Skill Points, or fewer if you will assign the Unskilled Defect Player’s Handbook for more information on Experience Points). This
(Step 9). See page 74. includes the additional Feats and Ability Score increases presented in
Table 5-3: Level-Dependent Benefits (page 15).
STEP 8: SELECT FEATS
Following the guidelines in the Player’s Handbook, DISCRETIONARY CHARACTER POINTS
determine your character’s Feats. See page 81. The characters’ starting Level also determines the number of
discretionary Character Points assigned. These discretionary Character
STEP 9: SELECT DEFECTS Points are used to pay for his or her Ability Score Values, Race,
You are encouraged to take Defects appropriate to your Attributes, Skills, and Feats. The GM can either assign all players an
character outline. These Defects will provide you with more equal number of Character Points, or ask each player to roll dice to
role-playing opportunities and give you bonus Character Points generate a random number (see Table 2-1: Starting Character Level)
you can use to further increase your character’s Ability Scores
or acquire additional Attributes. See page 87.
TABLE 2-1: STARTING CHARACTER LEVEL
STEP 10: DETERMINE CALCULATED VALUES Starting Discretionary
Once finished, you can determine your character’s Power Level Character Level Character Points
Calculated Values. See page 96. Low-powered game 1st to 4th 40 (or 34 + 1d10)
Average-powered game 5th to 8th 42 (or 36 + 1d10)
STEP 11: EARN BACKGROUND POINTS High-powered game 9th to 12th 44 (or 38 + 1d10)
You can earn 1-3 extra Character Points by giving the V ery high-powered game 13th to 16th 46 (or 40 + 1d10)
GM a background history of your character, an important Extremely high-powered game 17th to 20th 48 (or 42 + 1d10)
character story, a character drawing, or other approved Epic-powered game Above 20th 50 (or 44 + 1d10)
contribution. See page 97.
9

Use the game boundaries by NPCs created and run by the GM. however. or the group will lack cohesion and other players will sit to avoid a silly name since it may ruin the suspension of disbelief for the 10 around bored while each specialist has his or her own little adventure other players. Examples include a detective agency. a third may specialise in electronic warfare. powers. See athlete). kendo. or background details at make worthwhile characters. an particular setting. fictional names for fantasy magical opponents. the professional Character Points are added to the discretionary Character Point total. In other game concepts. colleagues. Similarly. Examples of non-human and partly. WHAT IS THE CHARACTER’S NAME? Fo r e x a m p l e . ogres. the monk. A base commander. elves. Here are some issues to consider. A character day “cars and guns” game or one set in the that you have spent hours perfecting and detailing historical past. focuses on one or two main personality traits and The kinds of non-human or superhuman entities leaves plenty of room for you to explore and that exist will depend on the GM’s choice of develop the character into a fully rounded setting. the group of characters will be independent CHARACTER CREATION CHARACTER OUTLINE operators. it should not rule all of his or her races (for example. Anime series are often and spirits. might be a mecha pilot on the same team. another fast and agile. ninjitsu. A few of these roles may specific skills. As long as these developments WHAT ARE THE proceed naturally from events in the CHARACTER’S game. These characters may become the established in your discussion with the GM as characters’ friends. fantasy character. There are settings where everyone it is equally important that a character have room will be a human being. etc. a t e a m f i g h t i n g You have the freedom to name your character whatever you like. but plausible. in a game centred on giant robot action. A degree of specialisation helps players enjoy Western or Asian mythology or named after objects such as cars. your genetic constructs (clones. try too specialised. the street fighter. ghosts and spirits.) and unique progression of their Class (or Classes). and other personnel all support the pilots. or rock stars. ridden mecha ace may finally shapechangers. within the game. An provides you with a frame on which to build your example of this scenario is a squadron of mecha pilots in a military space character. kick-boxing. a psychic or sorcerer for handling notorious for employing odd. cyborgs. their characters by giving them a unique identity. If the characters start higher than 1st Level. it is equally important that the characters not be being totally unfamiliar. doctors. For example. love interests. THEYou CHARACTER? should decide on the character’s age IS THE CHARACTER and sex. On the other hand. you character should probably have a exorcist or medium for dealing with ghosts Japanese name if the campaign is set in Japan. there is no need force. or centaurs). they should be a welcome part of STRENGTHS? the role-playing experience. or that a once play begins. personality over time. motorcycles. but they also free all of the characters to take on roles that your outline on that foundation. while the fourth may have the most powerful long-range attacks. they may also start everyone should be a fighter but individual characters may possess different with extra Character Points gained from the Special Ability Level fighting styles (karate. It is not fully detailed. mechanics. It is a good idea to identify a minimum set of capabilities CHARACTER POINTS DURING LEVEL PROGRESSION that everyone should have. and talking animals. communication officers. In other settings. the characters will be part of a larger A character outline is a broad concept that organisation and would logically have helpers in supporting roles. a party of fantasy adventurers. In these instances. making them sound suitably exotic without At the same time. At some point during the game. actions. it is possible that may quickly become stagnant and uninteresting non-human or part-human characters may exist. the additional backgrounds (the cop. and a scholar or computer hacker for digging up or science fiction characters. Although the starting human characters appropriate for some anime archetype should be an integral part of the settings are aliens. discover a cause in which to believe. act of vengeance. the crew of a pirate ship. or vampires). for you to concern yourself with the character’s cooks. determine a broad archetype for his or her personality. For example. each character the Class Progression charts (pages 16-30) for more information. A good character outline usually setting might not include any human characters at all. or a team of magical girls who fight CHAPTER 2: evil. genetically-enhanced pacifistic martial artist may be driven to an people. androids. robots. but often this “supporting cast” is best filled this stage. and sketch a rough outline of HUMAN? ethnic and social background. Sometimes these are actually borrowed from background information. character ideas with the GM to ensure your character will work with those of the other players and with the overall themes and focus of the WHAT HELPS DEFINE campaign. or rivals as the game the starting point for your character and build progresses. . demons. or your angst- gods and goddesses. Unless your campaign is a comedy. such as a modern to grow beyond your initial concept. or human-animal hybrids). supernatural evil might include a combat but the GM may have some ideas for character names that fit a specialist or two for bashing monsters. in a martial arts campaign. In some games. monsters (for example. Discuss your let them share in the same action. the players may want to create complimentary characters with unique sets of abilities. but they and their mecha may have different capabilities: one might be a close-quarters fighter with heavy STEP 2: armour. In some campaigns.

Con Constitution determines your character’s health and stamina. which is different from 0. He generates the following Ability Scores: Str 10. it applies power level of the campaign (see page 9) provides insufficient discretionary its Intelligence modifier to Initiative checks instead of a Dexterity Character Points to pay for the Ability Scores generated by the players for modifier (for example. The creature is also immune to Ability damage. 11 . and always fails Constitution checks. with nightmares. and balance. It is possible for some constructs (including the Giant Robot class. Int 11. agility. Any creature that can think. It is immune Cha 0 means that the character is withdrawn into a catatonic. an artificially intelligent computer that has no their characters. It is immune to any ABILITY SCORES effect that requires a Fortitude save unless the effect works on objects. class. ABILITIES human range from 3 to 18. learn. Intelligence is a measure of the character’s reason and ability to Str 0 means that the character cannot move at all. Con 0 means that the character is dead. Ability drain.” None is not the same drain. helpless. A character’s core. and energy page 18) or alien creatures to have a score of “none. but if it can act. character’s generated Ability Scores up or down by increasing or decreasing • Dexterity checks. but Any creature that can physically manipulate other objects has at superhuman or supernatural characters may have higher ratings. and Cha 13. operating on simple instincts or programmed instructions. which are paid for by the character’s starting • Initiative rolls. A positive modifier is called a bonus. DEFINITION OF ABILITY SCORES natural aptitude at interacting with the world. players must reduce the Ability Scores to (or below) a moving body adds its Intelligence modifier to Initiative rolls). abilities (Attributes). A creature with no Intelligence score is an automaton. He or she is can never be reduced below 1 — a character always gains at least motionless and helpless. or remember has at least 1 Point Wis 0 means that the character is withdrawn in a deep sleep filled of Intelligence. to all mind-influencing effects (charms. patterns. compulsions. Abilities cost a number of Character Points equal to half the value of • Dexterity-based Skill checks. GM discretion). discretionary Character Points. base abilities are determined by six values known as Ability Scores. Int 0 means that the character cannot think and is in a coma-like • Intelligence checks. EXAMPLE F rank is given 40 discretionary Character Points to create a 1st Level CONSTITUTION character. The six Ability Scores are: Strength (Str) STRENGTH Dexterity (Dex) Strength is a measure of the character’s physical power. The modifier for a score of none is +0. A character with no Strength score can’t exert of none for an Ability Score. ESTABLISHING ABILITY SCORES regardless of the character’s Strength rating. These values describe the character’s innate. Determine your character’s Ability Scores as outlined in the Player’s Handbook. the Ability Score (round up). and a negative modifier is called a penalty. helpless.STEP 3: GENERATE ABILITY MODIFIERS Each Ability has a modifier that is the number you add to or subtract from the die roll when your character tries to accomplish ABILITY SCORES something related to that Ability. and special below 1 — a character always gains at least one Hit Point per Level). DEXTERITY Dexterity is a measure of the character’s hand-eye co-ordination. • Constitution-based Skill checks. usually because it has no physical body or because it doesn’t move. INTELLIGENCE A character’s Ability Score can never drop below 0. Players may choose to modify the • Reflex saving throws. stupor. Wis 10. F rank’s character now has • Hit Points earned per Level (though the value can never be reduced 6 discretionary Character Points remaining for race. on a 1 for 2 Any creature that can move has at least 1 Point of Dexterity. Note: since armour is handled differently in BESM d20 than in other d20 games. helpless. • Fortitude saving throws. which Constitution provides modifiers to: equals 34 Character Points (68 ÷ 2 = 34). Dexterity always provides a +0 modifier to ranged attack rolls. regardless of the character’s Dexterity rating. Such a creature automatically fails Strength checks. Intelligence provides modifiers to: helpless on the ground. A score of none means that the creature does not possess the Ability at all. If the creature with no Dexterity score can’t move. reflexes. A value least 1 Point of Strength. is a special case force. Strength Constitution (Con) provides a modifier to: Intelligence (Int) • Damage rolls in melee or unarmed combat or when using weapons Wisdom (Wis) that are Muscle Powered (see page 65). Dexterity provides modifiers to: ABILITY SCORE COST • The character’s Armour Class (see page 96). one Skill Point per Level). Dex 9. ZERO RATING AND “NONE” Any living creature has at least 1 Point of Constitution. appropriate for specific character ideas (discussed below). and morale effects) and automatically fails Intelligence checks. Charisma (Cha) • Strength-based Skill checks. with a normal • Strength checks. • Intelligence-based Skill checks. A creature value that they can afford with Character Points available. The normal human maximum is 24. He or she lies learn. A creature with no Constitution has no body or no metabolism. as a score of 0. Strength always provides a +0 modifier to melee attack rolls (the “to hit” roll). These values add up to 68. • Constitution checks. A basis (1 Character Point equals 2 Ability Scores. phantasms. coma-like stupor. with no Dexterity fails all Reflex saves and Dexterity checks. • The number of Skill Points gained at each Level (though the value Dex 0 means that the character cannot move at all. the number of Character Points assigned to the Ability Score. CHAPTER 3: The values of these abilities range from 0 to infinity. 15.

anything without a Wisdom score 12-13 +1 Above human average also has no Charisma score. and don’t try to customise them with Restrictions or Reductions — use them as they are written. Similarly. 20-21 +5 Best in the region and the character’s appearance. since we have already balanced the classes for you. Attributes When looking at the class progression charts. At this time. you can select one ability from the Rank 5 list. Additionally. for each “medium rank” Defect assigned to your character (the middle Defect of three options). teenager at least 1 Point of Wisdom. perception. personality. 12 . Bonus Character Points When a class progression indicates that your character gains additional Character Points.” which contains all Attributes with a cost 2 Points/rank. 2-3 -4 Infant • Wisdom-based Skill checks. Anything without a Wisdom score is an 10-11 0 Adult human average object. 6-7 -2 Significantly below adult human average. Think of this as selecting a special ability from the “Rank 2 list. though. the use of points may seem daunting or complex. maximum human potential CHAPTER 3: • Charisma checks. common sense. getting rid of points is an easy process: Basics First.” the Paladin’s “Lay on Hands. Charisma provides modifiers to: 22-23 +6 Best in the country • Charisma-based Skill checks. he or she gains one additional Feat. 24-25 +7 W orld-class ability. Ignore all references to discretionary Character Points and Point cost for Abilities and races. your Student character gains +5 Character Points upon reaching Level 6. upon reaching Level 3. not a creature. and life experience. five abilities from the Rank 1 list. For example. and select your class as normal (see the upcoming chapters for more information). If you prefer to make BESM d20 more similar to the standard d20 System. youth Any creature that can perceive its environment in any fashion has 8-9 -1 Below adult human average. Keep the Attribute effects simple. Wisdom provides modifiers to: 1 -5 Inept • Will saving throws. 4-5 -3 Child • Wisdom checks. think of the Attributes as special abilities similar to the Monk’s “Quivering Palm. and vice versa. If you have never played a point-based RPG before.” or the Rogue’s “Sneak Attack. Alternatively. he or she simply gains a new special ability of your choice from a specific list. select your race. your Samurai character will gain +2 Character Points. it is best not to use Defects. or any combination in between that adds up to a total of 5 Ranks. 14-15 +2 Significantly above human average 16-17 +3 Highly capable CHARISMA 18-19 +4 Extremely capable Charisma describes the characters strength of persuasion. Defects If you want to get rid of points in BESM d20. Your character can either gain one Rank 2 special ability (+1 Attribute Rank that costs 2 Points/Rank) or two Rank 1 special abilities (+1 Ranks in two Attributes that cost 1 Point/Rank). 26-27 +8 Above human achievement ABILITIES Any creature capable of telling the difference between itself and 28-29 +9 Significantly above human achievement things that are not itself has at least 1 Point of Charisma. WISDOM TABLE 3-1: ABILITY SCORE VALUE DESCRIPTIONS Wisdom is a reflection of the character’s willpower.” Don’t worry about the Attributes’ Point values. generate your Ability Scores. 30+ +10 (and up) Legendary ability BESM d20 Without Points Our redefinition of the d20 System uses Character Points to balance aspects of character creation and advancement. Ability Score Modifier Description intuition.

an optional cost) 1 characters have 5 Character Points return to them to compensate for their Total Value 6 lack of abilities (when compared to humans and other races Final Cost 0 Half-Orc Point Cost Base movement 0 TABLE 4-1: RACE COSTS +2 Strength 1 Artificial Construct Point Cost -2 Intelligence -1 Base movement 0 -2 Charisma -1 No Constitution 0 Darkvision 1 Immune to poison. If the ability had a direct comparison to an +1 attack vs. death. enchantment Low-light vision 1 1 1 At this stage in the creation process you should select a race as +2 Listen. and Spot Skill checks 1. and Move Silently Skill checks 1 Dwarf Point Cost +1 all saving throws 3 Slow movement -1 +2 save vs. Consequently. +1 to a Will save is +2 Listen Skill checks 0. and sometimes the final Final Cost 5 total was rounded appropriately. enchantment 1 worth 6 Character Points). etc.5 outlined in the Player’s Handbook. kobolds/goblinoids 1 RACES Attribute in BESM d20.5 +1 Skill Point each Level 2 +2 Craft Skill checks 0. or energy drain 2 Small Size (Table 10-2. As a result. Search. 4 Skill Points +4 dodge defence vs. The Game Master may alter the Point Half-Elf Point Cost cost assigned to each race as desired. half-orc Any favoured class (when multiclassing. each talent +2 save vs. you may design Final Cost 0 your own racial package and pay the appropriate cost out of your starting Gnome Point Cost Character Points. illusions 1 CHAPTER 4: was examined closely. Occasionally.). the final number of Character Low-light vision 1 Points assigned to a race equals the calculated value minus 6. Page 97) 3 Automatic Fortitude saves unless effect can target objects 3 Base movement 0 Total Value 10 +2 Strength 1 Final Cost 4 +2 Con 1 +2 Climb. poison 1 Human Point Cost +2 save vs. Search. Other races are adjusted accordingly. fear 1 +2 Constitution 1 +1 attack with thrown weapons 1 -2 Charisma -1 +2 Listen Skill checks 0. the default race for a character is human (normally +2 save vs. as well as for an artificial construct Base movement 0 (such as the Giant Robot class. Included herein is a Character Point break down of the Small Size (Table 10-2. Ability drain. Other abilities were modified depending on whether +2 Craft (Alchemy) Skill checks 0. an optional cost) 1 Total Value 7 Total Value 6 Final Cost 1 Final Cost 0 13 . This +1 Listen. acute vision is worth 1 Point. that value was used (for example. stun 4 Orc blood 1 Immune to disease. page 97) 3 races found in the Player’s Handbook. or only useful in limited Free 0th Level spells (cantrips) 1 circumstances. an ability was valued at a half Point (if its Total Value 11 utility seemed to be worth less than a full Point). page 9). See the Player’s Handbook for more Base movement 0 information about racial abilities. With your GM’s permission. and Spot Skill checks 0. paralysis. giants 1 +4 Skill Points at 1st Level 1 +2 Knowledge: Cultural Arts (Appraise) Skill checks 0. -2 Dexterity -1 +2 Strength 1 +4 Constitution 2 RACIAL COST DETERMINATION Low-light vision 1 When the special abilities were being assigned Points.5 it was applicable in a wide variety of situations. necromantic effects 3 Total Value 1 Cannot heal (must be repaired) -4 Final Cost -5 Not subject to critical hits or subdual damage 2 Halfling Point Cost Not subject to Ability damage. paying the appropriate Character Point Detect secret doors 1 cost as listed in Table 4-1 (using the discretionary Character Points Total Value 6 granted in Step 1.5 worth 1 Point. sleep. spells 2 Base movement 0 +1 attack vs. giants 1 are worth 1 Point. orcs/goblinoids 1 +1 Feat at 1st Level 2 +4 dodge defence vs.5 Any favoured class (when multiclassing. page 18).5 adjustment means being a human is “free. Jump.STEP 4: Elf Point Cost Base movement 0 +2 Dexterity 1 -2 Constitution -1 SELECT RACE Immunity to magical sleep spells +2 save vs.” no Points must be assigned Elven blood 1 for this race. Immunity to sleep 1 In BESM d20.5 Darkvision 1 Total Value 12 Stonecunning 1 Final Cost 6 +2 save vs.

the two characters may decide to gain several Levels in the Sentai Member class to compliment each other’s abilities before progressing in the Magical Girl class THE MULTICLASS once again. the Game Master may decide otherwise. Players should select a class (or For example. the second at a +10 bonus. LEVEL BONUSES All classes gain various character bonuses at each Level. and the third at a +5 bonus. 14 . and any additional attacks provided by the Extra Attacks Attribute (see page 47). “+15/+10/+5” means the character has three attacks each round: the first at a +15 bonus. The first Base Attack Bonus is cumulative for multiclass characters. For example. and Willpower (Will) Save. Magical Girl also joins the team. a template from which you build your Gun Bunny Ninja Student anime hero. To determine whether the lower or higher bonus applies to each specific saving throw. Consequently. if your character is the lone Magical Girl in her possibly classes. which will determine how many additional attacks the character can make and their bonuses. she may decide to advance in that class only. Feats. The character’s combined first bonus equals +18 (12 + 6 = 18). The bonus associated with each class is listed in Table 5-2. but progression in the new classes occur at the expense of abilities. if starting at higher than 1st Level) for their characters as adventuring group. BASE SAVE BONUS The two numbers listed under Base Save Bonus in Table 5-2 are added to your character’s saving throws — Fortitude (Fort) Save. her current Magical Girl Level remains the same and does not CHARACTER increase. (or if your character starts above For more information on the multiclass character. For example. a 12th Level Samurai/8th Level Giant Robot has individual Base Attack Bonuses of +12/+7/+2 and +6/+1. the character’s combined Base Attack Bonus is +18/+13/+8/+3. These bonuses are cumulative for multiclass characters. The bonuses granted to each class are presented in a chart in their respective sections. gains as he or she advances in Level. and bonus Character Points your character advancement in the character’s other classes. +11. advancing in a single class. Attributes. the Sentai Member Level remains constant. page 114). your character adds his or her Base Attack Bonus to the attack check. see the appropriate class progression chart for your character. an additional attack is then gained at a +1. STEP 5: SELECT CLASS TABLE 5-1: BESM d20 CLASSES Adventurer Dynamic Sorcerer Magical Girl Martial Artist Samurai Sentai Member A class is an archetype that helps you define the baseline Giant Robot Mecha Pilot Shapechanger capabilities of your character. see the 1st Level). advantages. BASE ATTACK BONUS When attacking in combat (see Combat. It is also a label of convenience that tells the Game Master Hot Rod Pet Monster Trainer Tech Genius and other players your character’s strengths and abilities (the class name) as well as his or her rank of achievement (the class Level). Each class Adding secondary or tertiary classes gives the character different presents its own progression chart that indicates what new Skills. When she decides to start advancing in the Magical Girl class As your character acquires again. While your character continues gaining Sentai Member Levels. See Table 5-2 for sample Base Attack Bonus progression. Numbers after the slash indicate additional attacks at reduced bonuses. If a new outlined in the Player’s Handbook. Though BESM d20 characters do not CHAPTER 5: CLASSES to gain Levels in one or more usually suffer Experience Point (XP) penalties for new classes instead of only multiclassing. The first number reflects the bonus applied to the character’s first attack. he or she may choose Player’s Handbook. the exact type and when depends on the specific class. Additional attacks are gained once the character’s lowest Base Attack Bonus reaches +6. Reflex (Ref) Save. or +16. Your character can experience and advances in Level only advance a single Level in one class at a time.

Beyond 20th Level Once a character reaches 20th Level. +1 your character (with GM approval).000 23 11 . - 3 3.000 12 6 +1 - At 4th. is equal to his or Character Experience Ranks (Optional) Feats Score her character Level + 3. 6 +2/+5 +6/+1 +4 +3 Unless specified otherwise. the character no longer receives anything alternate size. With the Game Master’s approval. 6 15.000 6 3 +1 - FEATS 4 6.000 22 11 . you may select a class from the Player’s Handbook for 20 190.000 10 5 .000 8 4 .GAINING ATTRIBUTE RANKS TABLE 5-2: BASE ATTACK BONUSES When an Attribute is listed in the Special section of each specific Giant Robot class progression chart. abilities listed in the Special section refer 7 +2/+5 +7/+2 +5 +3 to Attributes (page 37). 17 +5/+10 +17/+12/+7/+2 +12/+7/+2 +8/+3 18 +6/+11 +18/+13/+8/+3 +13/+8/+3 +9/+4 LEVEL BENEFITS 19 +6/+11 +19/+14/+9/+4 +14/+9/+4 +9/+4 See Table 5-3: Level-Dependent Benefits and the Player’s Handbook 20 +6/+12 +20/+15/+10/+5 +15/+10/+5 +10/+5 for information regarding Level advancement. 8th. no extra Hit Points. - Level (two if he or she is a human) and an additional Feat at 3rd. - Alternatively. his or her Rank is increased by one. +1 range of anime adventures.000 21 10 +1 - the nature and game mechanics of the class. and 18th character (not class) Level. the maximum is one-half Level (XP) Class Cross-Class Increases the maximum for a class Skill. 12th.000 14 7 . if your Game Master uses this optional rule. For example. - 14 91. any Attribute Ranks 3 +1/+3 +3 +2 +1 gained through Level progression can be exchanged for a number of 4 +1/+4 +4 +3 +2 Character Points equivalent to the cost of the Attribute through the 5 +1/+4 +5 +3 +2 Incomplete Training Defect (page 91).000 13 6 . 15 . or eliminate 14 +4/+9 +14/+9/+4 +10/+5 +7/+2 CHAPTER 5: CLASSES current Defects. Character Points can 16 +5/+10 +16/+11/+6/+1 +12/+7/+2 +8/+3 be saved for future allocation (with GM permission). higher Levels follows a logical progression [XP needed for Level Y unless the GM decides otherwise. - order. which can be used to acquire Attributes.000 15 7 +1 +1 13 78. Details on how BESM d20 converts the standard fantasy classes to a point-based system are presented at the end of this chapter. Skills. 16th. Feats. 8 +2/+6 +8/+3 +6/+1 +4 9 +3/+6 +9/+4 +6/+1 +4 CHARACTER POINT BONUSES 10 +3/+7 +10/+5 +7/+2 +5 When Character Points are listed as a Level progression Special 11 +3/+7 +11/+6/+1 +8/+3 +5 bonus. You can determine specific details regarding the Attribute with GM Class Save Martial Artist Sentai Member Student approval. +1 In addition to specific class benefits. - 8 28.000 18 9 +1 - BESM d20 presents 15 new character classes appropriate for a wide 16 120.000 19 9 . 19 171. page 97). Class and cross-class Skills are listed with 1 0 4 2 +1 - the descriptions for each class. you should add Attack Abilities and Disabilities as 1 +0/+2 +1 +0 +0 appropriate for your character. and Ability Scores the character desires. MAXIMUM SKILL RANKS (OPTIONAL) TABLE 5-3: LEVEL-DEPENDENT BENEFITS The maximum number of Skill Ranks your character can have in a Maximum Skill Ability class Skill. no save increase.000 7 3 . If you prefer. 6th. and outline important information you need to better understand 18 153. While the XP needed to achieve The default size for all classes (including Giant Robots) is medium. - CLASS DESCRIPTIONS 15 105. Instead. Characters may be created at an = (Level Y-1) x 1.000 20 10 . - character increases one of his or her Ability Scores (your choice which 11 55. The classes are presented in alphabetical 17 136. he or she gains the Attribute at Rank Base Gun Bunny Ninja Pet Monster T rainer 1.000 16 8 . advancing beyond is SIZE NOTES handled a little differently. - Score) by one Point. your character gains a Rank in that Attribute Hot Rod upon achieving that class Level. your character gain one Feat at 1st 5 10. increase Attribute 12 +4/+8 +12/+7/+2 +9/+4 +6/+1 Ranks. For cross-class Skills. using the Character Point costs given in Table automatically at reaching a higher Level: no Base Attack Bonus 10-1: Size Categories (page 97). The Character Point cost for these modifications is the 15 +5/+9 +15/+10/+5 +11/+6/+1 +7/+2 same as it is during character creation. 2 1.000 17 8 . if your character gains the Special Attack Level Bonus Samurai Shapechanger T ech Genius Attribute (page 61). If the Mecha Pilot Dynamic Sorcerer Attribute is new for the character. your 10 45. and 20th character (not class) Level. the character gains +10 Character Points at each new Level. 12 66. as listed in Table 5-3. 9th.000 9 4 +1 - 12th. etc.000]. The GM may modify these size costs as increase. you can spend them to: increase Ability Scores. obtain new Attributes. 7 21.000 5 2 . 15th. add new Feats. If the character already possesses one or Magical Girl Adventurer more Ranks in that Attribute. and then discuss your ideas with your 2 +0/+3 +2 +1 +1 Game Master. +1 ABILITY SCORE INCREASE 9 36. no additional appropriate (see Table 10-3: Size Cost Modifiers.000 11 5 . however. acquire new or raise 13 +4/+8 +13/+8/+3 +9/+4 +6/+1 existing Skills (through the Highly Skilled Attribute).

surprising friends and foes alike with each new development. Tech Geniuses. Adventurers are a varied thirst for excitement brings them closer to Hot Rods and lot. but their oddities attract an particular areas. complicating are. they can expect to run into each other’s existence just by being close. secured locations. They can learn any trade they want and become (4 + Int Modifier) x 4 increasingly better at it as they grow in experience. They have few limits SPECIAL NOTE except those that they set for themselves. whose penchant for almost everybody. innately talented. although this does not exempt getting into trouble gives him or her endless personality clashes and romantic rivalries with other opportunities to develop potential that would people without regard to their callings.. The power level of an Adventurer is lower than that for all other classes (6% fewer Character Points over 20 Levels). or preferences. the Adventurer class balances well with other classes. Sentai Members and Magical Girls are witticisms in a social gathering as they are to natural trouble magnets and “trouble” may be the swing from a dangling chain in a crumbling Adventurer’s presence itself. they CHAPTER 5: CLASS SKILLS AND SKILL POINTS CLASSES have the freedom to become whatever they want to be. even if they are not actively seeking it out. During their • SKILL POINTS AT EACH ADDITIONAL LEVEL adventures. but one thing will Adventurer’s curiosity. The most important personified. They have no particular tomb. as likely to find themselves exchanging Gun Bunnies. Depending on their personal relationship with Giant Robots. but they make up for it with dedication • SKILL POINTS AT 1ST LEVEL and courage. HIT DICE AND ABILITY SCORES The Adventurer uses d4 Hit Dice. Their insatiable otherwise remain untapped. they can specialise in Dynamic Sorcerers. TABLE 5-4: ADVENTURER Base Ref Will Fort Level Attack Bonus Save Save Save Special 1 +0 +0 +0 +0 +5 Character Points 2 +1 +0 +0 +0 +5 Character Points 3 +1 +1 +1 +1 +5 Character Points 4 +2 +1 +1 +1 +5 Character Points 5 +2 +1 +1 +1 +5 Character Points 6 +3 +2 +2 +2 +5 Character Points 7 +3 +2 +2 +2 +5 Character Points 8 +4 +2 +2 +2 +5 Character Points 9 +4 +3 +3 +3 +5 Character Points 10 +5 +3 +3 +3 +5 Character Points 11 +5 +3 +3 +3 +5 Character Points 12 +6/+1 +4 +4 +4 +5 Character Points 13 +6/+1 +4 +4 +4 +5 Character Points 14 +7/+2 +4 +4 +4 +5 Character Points 15 +7/+2 +5 +5 +5 +5 Character Points 16 +8/+3 +5 +5 +5 +5 Character Points 17 +8/+3 +5 +5 +5 +5 Character Points 18 +9/+4 +6 +6 +6 +5 Character Points 19 +9/+4 +6 +6 +6 +5 Character Points 20 +10/+5 +6 +6 +6 +5 Character Points 16 .. trouble . Consequently. They All non-combat Skills are class Skills for the are not particularly strong or Adventurer. but the Adventurer’s unrestricted gain of 5 Character Points each Level provides the greatest degree of flexibility. they discover many things about themselves and can 4 + Int modifier awaken abilities that lay dormant until then. CHARACTERISTICS Any Ability can be useful to the Adventurer — Adventurers are flexibility the “classless” class of BESM d20. With no particular Ability depends on the character concept. and The adaptability that characterises an tales of lost or hard-to-get treasure are like a Adventurer helps him or her get along well with siren’s call for the Adventurer. ADVENTURER OTHER CLASSES Abandoned ruins. They adapt easily to the rest of always remain true: wherever they the classes if they have a common interest. feature to distinguish them.

Martial Artists and • SKILL POINTS AT 1ST LEVEL Ninja. Knowledge: Occult (Int). Such HIT DICE AND ABILITY SCORES mystical knowledge can come from a variety The Dynamic Sorcerer uses d4 Hit Dice. Dynamic Sorcerers feel more Profession (Int). Magic offers insight as well. of sources. while Students and Adventurers feel how to harness the hidden energies that the pull of the sorcerer’s enigmatic nature. more importantly. than 10 + the spell’s Level. Energy Bonus +1 13 +6/+1 +4 +8 +4 Dynamic Sorcery +1 14 +7/+2 +4 +9 +4 +2 Character Points 15 +7/+2 +5 +9 +5 Dynamic Sorcery +1 16 +8/+3 +5 +10 +5 +2 Character Points 17 +8/+3 +5 +10 +5 Dynamic Sorcery +1 18 +9/+4 +6 +11 +6 +2 Character Points. out of place when dealing with a Tech Genius or Giant Robot DYNAMIC SORCERER and try to keep their distance from them. sometimes associate cautiously • SKILL POINTS AT EACH ADDITIONAL LEVEL with these magicians. whether wrenched from the At first Level. they grow in power. manifesting Constitution are useful to a Dynamic CHAPTER 5: CLASSES in the spells they can cast and in the Sorcerer since he or she lacks heavy deepening of their understanding. Samurai distrust the Dynamic Sorcerer. such as Languages (Int). Monster Trainers. from an occult tradition. and Magical Girls. comfortable with other classes that have a Sleight of Hand (Dex). OTHER CLASSES Knowledge: Streetwise (Int). are: Concentration (Con). Sometimes. and some Pet Special Ranged Attack. To Sorcerer may not even be human. Spot (Wis). A being of power Dynamic Sorcerers unless their power comes from a incarnate. Wisdom. The Difficulty Class of a saving throw against a CHARACTERISTICS Dynamic Sorcerer’s spell is 10 + the The main feature that distinguishes spell’s Level + the modifier for the Dynamic Sorcerers from other people is Dynamic Sorcerer’s chosen Ability. but an cast a spell. as they do with Magic is a very real force and there the violent approach of Hot Rods. the Dynamic Sorcerer must secrets of an ancient civilisation. the Dynamic Sorcerer must have otherworldly being whose very nature allows it their chosen Ability Score equal to or greater to use magic at will. Gun Bunnies. the Dynamic determine how powerful his or her spells are. move the world and shape them into whatever form he or she desires. the Dynamic Sorcerer knows traditional source. Mecha is no one better to prove it than the Pilots. and Sentai Members. The combat abilities and Hit Points. Dynamic Sorcerer’s stores of energy also expand to fuel his or her increasing mystical CLASS SKILLS AND SKILL POINTS might. This power Both a high Dexterity and a high develops slowly over time. with their limited command of (4 + Int Modifier) x 4 mystical forces. Dynamic Sorcerers feel 4 + Int modifier TABLE 5-5: DYNAMIC SORCERER Base Ref Will Fort Level Attack Bonus Save Save Save Special 1 +0 +0 +2 +0 Dynamic Sorcery +1 2 +1 +0 +3 +0 +2 Character Points 3 +1 +1 +3 +1 Dynamic Sorcery +1 4 +2 +1 +4 +1 +2 Character Points 5 +2 +1 +4 +1 Dynamic Sorcery +1 6 +3 +2 +5 +2 +2 Character Points 7 +3 +2 +5 +2 Dynamic Sorcery +1 8 +4 +2 +6 +2 +2 Character Points 9 +4 +3 +6 +3 Dynamic Sorcery +1 10 +5 +3 +7 +3 +2 Character Points 11 +5 +3 +7 +3 Dynamic Sorcery +1 12 +6/+1 +4 +8 +4 +2 Character Points. Knowledge: Arcane (Int). Diplomacy how. Sorcerers grow as people at the same time that Knowledge: Foreign Culture (Int). or Charisma. and Dynamic (Cha). The path of magic requires that the The Dynamic Sorcerer’s class sorcerer be knowledgeable in order to understand Skills (and the key Ability for each) what he or she is doing and. Energy Bonus +1 19 +9/+4 +6 +11 +6 Dynamic Sorcery +1 20 +10/+5 +6 +12 +6 +2 Character Points 17 . their ability to use magic. inherited choose one of Intelligence. Speak relationship with the occult. or granted by This choice will determine the Ability used to powerful entities. Research (Int). Shapechangers. Knowledge: Religion (Int).

and desired. Features +1 8 +6/+1 +2 +2 +6 +2 Character Points 9 +6/+1 +3 +3 +6 Flight +1 10 +7/+2 +3 +3 +7 Size Change (Growth) +1 11 +8/+3 +3 +3 +7 Features +1.. Avoiding attacks Giant Robot is certainly means damage will make it through the Armour more than meets the eye.. and gives them the power to destroy • SKILL POINTS AT EACH ADDITIONAL LEVEL buildings . Knowledge: Military Sciences (Int). the naïve innocents and the stalwart protectors . but that astound everyone by their such models are extremely rare.. GIANT ROBOT OTHER CLASSES An observer should not be fooled by the A Tech Genius is the Giant Robot’s best friend. and do not even need to breathe. and Ninja do not hold their free will. they (costs 4 Character Points) to represent its mechanical are machines that do not get body (see page 13). Giant Robots can hide all Knowledge: Police Sciences (Int). Hot Rods. Mecha Pilots electronic eyes. with the unchanging expression of the Giant Robot’s Sentai Member the most trusted companion. and Gun Bunnies ridden soul-searchers and prefer their own “mascots. but The Giant Robot uses d10 Hit Dice with rocket thrusters Dexterity is important to a Giant Robot and deadly weapons. and Pet temperament from the angst. do not need food. Samurai. Speak can keep adding and Languages (Int). Special Ranged Attack. Flight +1 12 +9/+4 +4 +4 +8 Armour +1 13 +9/+4 +4 +4 +8 +2 Character Points 14 +10/+5 +4 +4 +9 Massive Damage +1 15 +11/+6/+1 +5 +5 +9 +3 Character Points 16 +12/+7/+2 +5 +5 +10 Features +1 17 +12/+7/+2 +5 +5 +10 Armour +1 18 +13/+8/+3 +6 +6 +11 Flight +1 19 +14/+9/+4 +6 +6 +11 +2 Character Points 20 +15/+10/+5 +6 +6 +12 +4 Character Points 18 . because there is surely relate strangely with Giant Robots. Knowledge: customise their bodies. mostly something deep going on behind because they keep looking for the cockpit. Further Unarmed Defence. and their opponents. above all. (Int). Martial lifelike movements and. Melee changing parts as Attack. Monster Trainers. Despite appearances. Artists. increases their size. tinkering gives them • SKILL POINTS AT 1ST LEVEL the power to fly. Drive (Int or Dex). sorts of equipment and Powerlifting (Str). A because of its lack of Constitution. Strength is important for any Giant Robot engaging in melee combat and a high CHAPTER 5: CHARACTERISTICS CLASSES Intelligence will help with its Skills. just HIT DICE AND ABILITY SCORES like other beings. less frequently. sick. Repair (Int). Giant Robots range in mechanical power in high esteem. As CLASS SKILLS AND SKILL POINTS machines. Giant A Giant Robot must acquire the Construct race Robots are not really alive. Giant Robots are the last There are tales of Giant Robots that can step in technological interface with the mystical forces of evolution. scientific wonders Dynamic Sorcerers and Magical Girls. Knowledge: Mechanics Under thick metal armour.” Students and psychopathic war machines to Adventurers regularly befriend Giant Robots. adds even tougher (2 + Int Modifier) x 4 armour. Electronics (Int). 2 + Int modifier TABLE 5-6: GIANT ROBOT Base Ref Will Fort Level Attack Bonus Save Save Save Special 1 +0 +0 +0 +2 Features +1 2 +1 +0 +0 +3 Armour +1 3 +2 +1 +1 +3 +2 Character Points 4 +3 +1 +1 +4 Flight +1 5 +3 +1 +1 +4 +3 Character Points 6 +4 +2 +2 +5 Massive Damage +1 7 +5 +2 +2 +5 Armour +1. Heavy Weapons. they have certain The Giant Robot’s class Skills (and advantages over living the key Ability for each) are: Computer organisms: they can Use (Int). them..

Spot (Wis). there HIT DICE AND ABILITY SCORES are as many cool. • SKILL POINTS AT EACH ADDITIONAL LEVEL 4 + Int modifier OTHER CLASSES Hot Rods give wheels to Gun Bunnies’ firepower. and a Gun Bunny is bounty hunted) are amongst the most common more focused on avoiding damage than careers for the Gun Bunnies. A Gun Bunny grins with glee when facing the challenge of a Giant Robot. silent. and blasting their not their words. Those who walk Trainers fall under the same wimpy category along with technology’s razor edge will prefer burning ozone. a Tech Genius is the GUNTheBUNNY techie version of a Dynamic Sorcerer — both nerds that rely smell of smoking gunpowder is the perfect drug on huge power sources to do their thing. Gun Combat. Gamble (Wis). possible. not to mention the variety of trick shots Sense Motive (Wis). several vital class Skills When a Gun Bunny enters combat. are trigger-happy psychos. To their eyes. sharp-shooting. As they become Demolitions (Int). Jump (Str). CHAPTER 5: CLASSES can blink. are good bragging buddies. and dark strangers as there The Gun Bunny uses d8 Hit Dice. such as shooting with their eyes closed Dex. Climb (Str). but Students. law Dexterity is the most important Ability for a enforcement. Accuracy Feat 16 +16/+11/+6/+1 +10 +5 +5 Two-Weapon Fighting Feat 17 +17/+12/+7/+2 +10 +5 +5 Divine Relationship +1 18 +18/+13/+8/+3 +11 +6 +6 Massive Damage +1 19 +19/+14/+9/+4 +11 +6 +6 Defensive Combat Mastery +1 20 +20/+15/+10/+5 +12 +6 +6 +2 Character Points. Sentai Members and Adventurers can gain the the effect is the same. he depend on it. submachine gun. they master. People think that there must be a • SKILL POINTS AT 1ST LEVEL higher power looking out for the Gun Bunny for all (4 + Int Modifier) x 4 the gunfights he or she walks away from. Gun Bunnies’ reflexes and cool hands are almost CLASS SKILLS AND SKILL POINTS superhuman and they can draw a gun at The Gun Bunny’s class Skills (and the key Ability for an opponent’s head before anyone each) are: Balance (Dex). than physically Powerlifting (Str). Sports (Str. Seduction (Cha). Massive Damage +1 14 +14/+9/+4 +9 +4 +4 Defensive Combat Mastery +1 15 +15/+10/+5 +9 +5 +5 +2 Character Points. where their talent enduring it. way through any obstacle. Samurai. a high Charisma CHARACTERISTICS is useful as well. Investigate (Int). carry more weapons Knowledge: Police Sciences (Int). and Ninja. Listen (Wis). obsolete) fighting styles of Martial Artists. Finally. they learn to (Cha). Snipers. personal weapons. Intimidate (Cha). Speak Languages (Int). Bluff (Cha). since a Gun Bunny does engage in many battles. or she enters it with style. Improved Initiative Feat 19 . Pet Monster for a Gun Bunny — male or female. and and doing the damage of a mortar shell with a simple Ranged Defence. bounty hunters (and Gun Bunny. Gun Bunnies are all about their Gun Bunny’s friendship and respect with their deeds. Read Lips (Int). Strength and is appreciated and they can get easy permit to Constitution are also important carry their beloved guns. They like Mecha Pilots if only because they TABLE 5-7: GUN BUNNY Base Ref Will Fort Level Attack Bonus Save Save Save Special 1 +1 +2 +0 +0 Improved Initiative Feat 2 +2 +3 +0 +0 Divine Relationship +1 3 +3 +3 +1 +1 Massive Damage +1 4 +4 +4 +1 +1 Blind-Shoot Feat 5 +5 +4 +1 +1 Portable Armoury Feat 6 +6/+1 +5 +2 +2 Weapons Encyclopaedia Feat 7 +7/+2 +5 +2 +2 Divine Relationship +1 8 +8/+3 +6 +2 +2 Judge Opponent Feat. and scoffs at the antiquated (and in their opinion. Gather Information better. outlaws. Massive Damage +1 9 +9/+4 +6 +3 +3 +2 Character Points 10 +10/+5 +7 +3 +3 Defensive Combat Mastery +1 11 +11/+6/+1 +7 +3 +3 +2 Character Points 12 +12/+7/+2 +8 +4 +4 Steady Hand Feat 13 +13/+8/+3 +8 +4 +4 Divine Relationship +1. Most combat is ranged. Although many people see the Gun Bunny as a crazed force of destruction. Archery. or Con).

Read Lips (Int). Unarmed Attack. but Hot Rods can condition. Ride (Dex). and Sentai cars and off their motorcycles. co-pilots. Repair his expenses or gives him work to pay for (Int). The telltale sign of a Hot Rod is his or her set HIT DICE AND ABILITY SCORES of wheels. A Tech their lives for a part they Genius is a highly useful mechanic want or mouthing off to the by his or her standards. Organisational Ties +1 19 +14/+9/+4 +11 +6 +6 Defensive Combat Mastery +1 20 +15/+10/+5 +12 +6 +6 +5 Character Points. it is a badge of The Hot Rod uses d8 Hit Dice. honour. Gamble (Wis). (Int or Dex). Seduction (Cha). Personal Gear (Car) +1 11 +8/+3 +7 +3 +3 Flunkies +1. Personal Gear (Car) +1 5 +3 +4 +1 +1 +5 Character Points. they live with one foot on the common and therefore share a friendly rivalry. e n o u g h mechanical CLASS SKILLS AND SKILL POINTS skills to fix The Hot Rod’s class Skills (and the key Ability and enhance for each) are: Bluff (Cha). Speak Languages (Int). Navigate develops ties with an organisation that funds (Int). and a symbol two key Abilities for a Hot Rod. Their natural charisma attracts Motive (Wis). Wealth +1 18 +13/+8/+3 +11 +6 +6 Flunkies +1. Knowledge: Mechanics cost money. Divine Relationship +1 6 +4 +5 +2 +2 Steady Hand Feat 7 +5 +5 +2 +2 Personal Gear (Car) +1 8 +6/+1 +6 +2 +2 Aura of Command +1. the Charisma is also important. Gun Combat. going so far as to risk respect their fighting prowess. Wealth +1 9 +6/+1 +6 +3 +3 Item of Power (Car-related) +1 10 +7/+2 +7 +3 +3 +5 Character Points. Item of Power (Car-related) +1 4 +3 +4 +1 +1 Organisational Ties +1. HOTHotROD OTHER CLASSES Rods feel the need — the need for speed. followers in the form of pit crews. Melee Attack. Personal Gear (Car) +1 17 +12/+7/+2 +10 +5 +5 Defensive Combat Mastery +1. good flunkies. a trusted Intelligence and Dexterity are the CHAPTER 5: CLASSES friend. Disable Device (Int). Leading Hot Rods and Mecha Pilots have a lot in as fast a life as they can. Since top. Divine Relationship +1 20 . Item of Power (Car-related) +1 15 +11/+6/+1 +9 +5 +5 +3 Character Points. Pilot (Int or Dex). while fool who dares to sit on the Students and Adventurers make for chromed bumper. They accelerator and the other on the clutch (no self-respecting Hot understand the spiritual connection of the Rod will drive an automatic!). as well as the Gun Rods have a certain magnetism that they carry with them Bunnies’ attachment to their guns. Members are targets to be run over more They are damn proud of their often than they are friends. and Unarmed Defence. 4 + Int modifier TABLE 5-8: HOT ROD Base Ref Will Fort Level Attack Bonus Save Save Save Special 1 +0 +2 +0 +0 Personal Gear (Car) +1 2 +1 +3 +0 +0 Mechanical Genius +1 3 +2 +3 +1 +1 Flunkies +1. since many Hot Rod has activities of this class involve social situations. Organisational Ties +1 12 +9/+4 +8 +4 +4 Mechanical Genius +1 13 +9/+4 +8 +4 +4 Personal Gear (Car) +1 14 +10/+5 +9 +4 +4 Improved Initiative Feat. Pet Monster Trainers. however. and navigators. Investigate (Int). Spot (Wis). Hot Samurai with their katana. Dexterity of freedom. the Hot Rod often (Int). Divine Relationship +1 16 +12/+7/+2 +10 +5 +5 Aura of Command +1. Dynamic Sorcerers and Giant Robots are two questions that a CHARACTERISTICS Hot Rod prefers to leave unanswered. notch parts Knowledge: Area (Int). drive it. Sense them. They can keep their • SKILL POINTS AT 1ST LEVEL cool under the most harrowing circumstances. Magical even when they get out of their Girls. gear heads. Knowledge: Police Sciences (Int). Cocky and self-assured. Not helps with his or her reflexes and agility and content to just Intelligence helps with Skills and Attributes. Drive it. Martial vehicle and will do anything to Artists and Ninja get grouped under the make sure it is always in top “crazy kung-fu” banner. (4 + Int Modifier) x 4 never losing their grip on the wheel and the stick • SKILL POINTS AT EACH ADDITIONAL LEVEL shift.

can become a strange artefact that romantic focus for a Magical Girl. she does not typically under the costume. uglier than their worst Power Usage (Varies). could fight just as well. Item of Power +1 16 +12/+7/+2 +10 +5 +5 Flight +1 17 +12/+7/+2 +10 +5 +5 Special Attack +1 18 +13/+8/+3 +11 +6 +6 Item of Power +1 19 +14/+9/+4 +11 +6 +6 Special Attack +1 20 +15/+10/+5 +12 +6 +6 +3 Character Points. Profession (Int). Knowledge: Occult (Int). dislike Hot Rods and Gun Bunnies. Jump (Str). Archery. usually The Magical Girl’s class linked to a relic or special tool that Skills (and the key Ability for unlocked their magical abilities. and often Hit Dice the rest of humanity. Depending on the source of their CLASS SKILLS AND powers. (2 + Int Modifier) x 4 • SKILL POINTS AT EACH ADDITIONAL LEVEL 2 + Int modifier TABLE 5-9: MAGICAL GIRL Base Ref Will Fort Level Attack Bonus Save Save Save Special 1 +0 +2 +0 +0 Servant +4 2 +1 +3 +0 +0 Special Attack +1 3 +2 +3 +1 +1 Item of Power +1 4 +3 +4 +1 +1 Jumping +1. and Ninja and wish they creature. A Magical Girl role as protectors. Dynamic Sorcerers are also with normal worries like snagging a boyfriend good companions. The mentors will often have a higher-than- try to teach them about magical average Charisma as well. Rejuvenation +1 5 +3 +4 +1 +1 +2 Character Points. however. the appearance of a They admire the abilities of the Martial strange little Artists. Enter the Magical Girls’ plights with their servant/mentor and the Girl (or Magical Guy) — once a normal person two get along well. and with time to even fly as they learn new Defence. Rejuvenation +1 9 +6/+1 +6 +3 +3 Item of Power +1 10 +7/+2 +7 +3 +3 +2 Character Points 11 +8/+3 +7 +3 +3 Flight +1 12 +9/+4 +8 +4 +4 Special Attack +1 13 +9/+4 +8 +4 +4 Item of Power +1 14 +10/+5 +9 +4 +4 +1 Character Point. since they usually share the (or girlfriend. Rejuvenation +1 15 +11/+6/+1 +9 +5 +5 +3 Character Points. special attacks and unlock more power from their Items of • SKILL POINTS AT 1ST LEVEL Power. each) are: Balance (Dex). Ranged jump very high. family. A Magical Girl usually has a nobody seems to recognise her (or him) high Dexterity. grants weird and wonderful powers.MAGICAL GIRL OTHER CLASSES The forces of light sometimes choose the least likely Pet Monster Trainers understand Magical candidate to be their defender. Wisdom is also All Magical Girls have mentor important since the Magical Girl friends. Now wielding a although they too. Samurai. Tumble (Dex). Rejuvenation +1 21 . powers as well. preparing same goals and methods. Oddly enough. the HIT DICE AND ABILITY SCORES Magical Girl is charged with The Magical Girl uses d8 protecting friends. With Magical Girls’ affection or trusted allies. Flight +1 6 +4 +5 +2 +2 Item of Power +1 7 +5 +5 +2 +2 Special Attack +1 8 +6/+1 +6 +2 +2 +1 Character Point. or Con). Speak Languages (Int). as the case may be). Knowledge: Arcane (Int). Students and for exams. Battling against monsters much Knowledge: Cultural Arts (Int). Magical Girls display special attacks SKILL POINTS that varies greatly for each individual. often with mixed results. Magical Girls learn to Dex. and Thrown Weapons. Spot (Wis). Swim (Str). or just eating Adventurers will often be objects of the the right food. Special Ranged Attack. wear armour preferring to use a variety of flips and tumbles CHAPTER 5: CHARACTERISTICS CLASSES during combat. Sports (Str. nightmare. creatures that guide and is usually on a path of higher advise them about their new understanding. They tend to everything changed. Perform (Cha).

Escape Artist (Dex). adverse conditions. They see an echo of their pursuit for The idea that one’s own body is the best weapon is central perfection in the Magical Girl’s and Dynamic Sorcerer’s to the martial artist’s philosophy — they make a very struggle to master their powers. Knowledge: there. Their mystical Melee Defence. Listen (Wis). since they TABLE 5-10: MARTIAL ARTIST Base Ref Will Fort Level Attack Bonus Save Save Save Special 1 +1 +2 +2 +0 Unarmed Attack Skill +2. they acquire special attacks that can Medical (Wis). Jump (Str). inner energies. and Tech Geniuses are beneath their notice. or Charisma). Climb (Str). achieving with defeated. Speak opponents. master’s teachings and upholding the honour of A pairing of high Abilities is important for a their fighting school against any opponent. abuse tools and ignore their inner strength. Spot (Wis). and they are much flashier. Perform (Cha). Controlled Breathing (Con). Tumble (Dex). • SKILL POINTS AT 1ST LEVEL (2 + Int Modifier) x 4 OTHER CLASSES • SKILL POINTS AT EACH ADDITIONAL LEVEL Although Martial Artists respect a 2 + Int modifier Samurai’s discipline and a Ninja’s prowess. The Martial Artist’s class Skills (and the key Ability for each) Martial Artists also learn to avoid being hurt are: Balance (Dex). The best Martial Artists can even punch holes through CLASS SKILLS AND SKILL POINTS armour. Adventurers are somewhat convincing argument when they break a wall with their bare of an annoyance. they still see their methods as inferior. Martial either allies to be protected or bullies and monsters to be Artists are masters of unarmed combat. inflict grievous bodily harm on their enemies. Mecha Pilots. Wisdom. Martial Artist: at least one physical (Strength. Products of rigorous training and discipline. treasuring his or her The Martial Artist uses d10 Hit Dice. As they become skilled at harnessing their Cultural Arts (Int). The Martial Artist is a CHARACTERISTICS combatant that endeavours to balance him or herself both spiritually Martial Artists do not need a weapon to and physically. awareness also allows them to fight under the most and Unarmed Defence. effects that border on the magical. either by deflecting attacks or simply by not being Craft (Int). Pet Monster Trainers MARTIAL ARTIST are similar in this regard. and other Languages (Int). Coupled with such talent for hurting. Search (Int). Defence Combat Mastery +1 22 . suck the breath out of Pocket (Dex). Dexterity. ignite flammable materials. Move Silently (Dex). Sense Motive (Wis). while Students and Shapechangers are fists. or Constitution) and one social (Intelligence. Melee Attack. Special Ranged Attack. Unarmed Defence Skill +2 2 +2 +3 +3 +0 Massive Damage (Unarmed Strikes) +1 3 +3 +3 +3 +1 Improved Initiative Feat 4 +4 +4 +4 +1 Judge Opponent Feat 5 +5 +4 +4 +1 Speed +1 6 +6/+1 +5 +5 +2 Special Attack +1 7 +7/+2 +5 +5 +2 Massive Damage (Unarmed Strikes) +1 8 +8/+3 +6 +6 +2 Defence Combat Mastery +1 9 +9/+4 +6 +6 +3 Special Attack +1 10 +10/+5 +7 +7 +3 Improved Initiative Feat 11 +11/+6/+1 +7 +7 +3 +2 Character Points 12 +12/+7/+2 +8 +8 +4 Speed +1 13 +13/+8/+3 +8 +8 +4 Massive Damage (Unarmed Strikes) +1 14 +14/+9/+4 +9 +9 +4 Special Attack +1 15 +15/+10/+5 +9 +9 +5 Blind-Fight Feat 16 +16/+11/+6/+1 +10 +10 +5 +2 Character Points 17 +17/+12/+7/+2 +10 +10 +5 Special Attack +1 18 +18/+13/+8/+3 +11 +11 +6 +2 Character Points 19 +19/+14/+9/+4 +11 +11 +6 Massive Damage (Unarmed Strikes) +1 20 +20/+15/+10/+5 +12 +12 +6 +1 Character Point. Gun Bunnies. Unarmed Attack. A Martial Artist is HIT DICE AND ABILITY SCORES protective of his abilities. Hot Rods. Pick CHAPTER 5: CLASSES strike foes at a distance. punches and kicks what others need weapons to do. particularly against other Martial Artists. Knowledge: Occult (Int).

Organisational Ties +1 16 +12/+7/+2 +10 +5 +5 Own a Big Mecha +1 17 +12/+7/+2 +10 +5 +5 +2 Character Points 18 +13/+8/+3 +11 +6 +6 Organisational Ties +1 19 +14/+9/+4 +11 +6 +6 Aura of Command +1 20 +15/+10/+5 +12 +6 +6 +2 Character Points. Giant Robots are a big and attractive enigma to the Mecha Pilot. Ranged which is often a country’s or planet’s military. Since they may have been Students earlier in their lives. eventually they return to their great Demolitions (Int). learning the controls of his or The Mecha Pilot uses d8 Hit Dice. were saddled with the responsibility to pilot it. but Defence. Spot (Wis). friends with Tech Geniuses in order to get improvements to their MECHA PILOT machine. many Skills are derived from manual dexterity and Although the mecha gives meaning to the Mecha reaction speed. and Ninja to a bygone era. and Martial they stumbled upon their mecha by accident or they Artists. and they develop an aura of Knowledge: Mechanics (Int). Knowledge: machine. and they make TABLE 5-11: MECHA PILOT Base Ref Will Fort Level Attack Bonus Save Save Save Special 1 +0 +2 +0 +0 Own a Big Mecha +1 2 +1 +3 +0 +0 Personal Gear +1 3 +2 +3 +1 +1 Aura of Command +1 4 +3 +4 +1 +1 Own a Big Mecha +1 5 +3 +4 +1 +1 Organisational Ties +1 6 +4 +5 +2 +2 Aura of Command +1 7 +5 +5 +2 +2 +2 Character Points 8 +6/+1 +6 +2 +2 Own a Big Mecha +1 9 +6/+1 +6 +3 +3 Aura of Command +1 10 +7/+2 +7 +3 +3 Organisational Ties +1 11 +8/+3 +7 +3 +3 +2 Character Points 12 +9/+4 +8 +4 +4 Own a Big Mecha +1 13 +9/+4 +8 +4 +4 +2 Character Points 14 +10/+5 +9 +4 +4 +2 Character Points 15 +11/+6/+1 +9 +5 +5 Aura of Command +1. Samurai. CHARACTERISTICS The mecha dominates the Mecha CLASS SKILLS AND SKILL POINTS Pilot’s life. Sciences (Int). Shapechangers and Pilots know that they are the elite of any army. Own a Big Mecha +1 23 . They have a skill that precious few Electronics (Int). Mecha Magical Girls without even realising it. Knowledge: Police Sciences (Int). They can own more equipment The Mecha Pilot’s class Skills (and the key depending on their affiliations. might even be a private concern bent on • SKILL POINTS AT 1ST LEVEL protecting the planet from outside threats. he or she must learn that real also important. (4 + Int Modifier) x 4 • SKILL POINTS AT EACH ADDITIONAL LEVEL OTHER CLASSES 4 + Int modifier Hot Rods and Mecha Pilots engage in friendly rivalries over their respective vehicles. Knowledge: Law (Int). but Ability for each) are: Computer Use (Int). Repair (Int). people have. Mecha The field of battle looks very different when Pilots have many friends amongst them and may know one or two commanding a large. Drive (Dex or Int). Pilot (Dex or Int). Languages (Int). and Sentai Members will often have mecha of their own. Heavy Weapons. CHAPTER 5: CLASSES Paramount to the mecha’s maintenance is the Navigate (Int). Knowledge: Military mystique even if they hate themselves for it. her great machine at the same time that they try to A high Dexterity is essential for a Mecha Pilot since understand the basics of human behaviour. decisions and rally the troops to carry on the good fight. the Mecha Pilots must make informed life starts once they leave their cockpits. and Special Ranged Attack. Speak Mecha Pilot’s dependency on an organisation. A high Charisma and Intelligence are Pilot’s existence. even if Dynamic Sorcerers belong to an unexplainable world. powerful war machine. The Mecha Pilot’s life is marked by growth both as a HIT DICE AND ABILITY SCORES warrior and a person.

TABLE 5-12: NINJA Base Ref Will Fort Level Attack Bonus Save Save Save Special 1 +0 +2 +2 +0 Jumping +1. Sixth Sense (Sense Ki-Energy) +1 8 +6/+1 +6 +6 +2 Sneak Attack Feat. Environmental Control (Silence) +1 16 +12/+7/+2 +10 +10 +5 Jumping +1. Knowledge: bend shadows and silence around them by sheer Architecture (Int). CHAPTER 5: CLASSES impossibly narrow surfaces. balancing on Forgery (Int). are: Balance (Dex). With practice. Move Silently (Dex). serving justice against tyrants. landing on their feet. they can also be like knights. Melee Attack. They eventually learn to Knowledge: Area (Int). distance from the technological focus of Mecha Pilots. Gather Information (Cha). Use Rope (Dex). Escape Artist (Dex). Survival even to the spirit world. and Unarmed Defence. They share the Dynamic Sorcerer’s interest in the SPECIAL NOTE mystical arts and the Shapechanger’s aura of mystery. A vast array of exotic Listen (Wis). Wilderness Lore (Wis). NINJA Giant Robots. firepower combats. Special Movement (Untrackable) 13 +9/+4 +8 +8 +4 Sneak Attack Feat 14 +10/+5 +9 +9 +4 Sixth Sense (Sense Spirits) +1. and they would not have it any other way. A This nimble and fast assassin needs fearful reality clothed in myth. Hot Rods. but extend to mystical forces and (Wis). and Tech Geniuses. Adventurers. Personal Gear +1 6 +4 +5 +5 +2 Jumping +1 7 +5 +5 +5 +2 Teleport +1. the Ninja know a great variety of mystical secrets and guard them with great zeal from HIT DICE AND ABILITY SCORES outsiders. Wrapped in mystery and shadow. light as air and just as fast. Wilderness Tracking (Int or Wis). Special Movement (Wall-Crawling) +1 24 . Tumble (Dex). Search (Int). tradition. Blind-Fight Feat 12 +9/+4 +8 +8 +4 Defensive Combat Mastery. Speak Languages (Int). know when and how to strike at errant. Jump (Str). Ninja have haunted the sleep Students. and always Hide (Dex). Sleight of Hand (Dex). of jumping to great heights. Spot (Wis). Ninja learn various techniques (and the key Ability for each) dealing with agility and stealth. Defensive Combat Mastery +1 18 +13/+8/+3 +11 +11 +6 Speed +1. Teleport +1 15 +11/+6/+1 +9 +9 +5 +2 Character Points. Sneak Attack Feat 19 +14/+9/+4 +11 +11 +6 Heightened Senses (Smell) +1 20 +15/+10/+5 +12 +12 +6 +2 Character Points. Poisons (Int). for many purposes. Controlled Breathing (Con). Dexterity is the key for a Ninja. they can become as Climb (Str). ordinary people believe them to be legends. weaponry is another of their trademarks. Thrown Weapons. Some Ninja can be a Ninja may only use the Teleport Attribute up to the maximum safe close ally with a Magical Girl or a Sentai Member. about their powers. Read Lips awareness does not stop with enhanced (Int). Heirs to an ancestral are treated on a case-by-case basis. The veil of secrecy they foster makes The Ninja uses d8 Hit Dice. Ninja do not often associate with • SKILL POINTS AT 1ST LEVEL other classes except by necessity or by (4 + Int Modifier) x 4 virtue of their normal lives. CLASS SKILLS AND CHARACTERISTICS SKILL POINTS As masters of the shadow The Ninja’s class Skills arts. Knowledge: Occult force of will. but prefer to maintain a distance (see page 70 for details). Improved Initiative Feat 11 +8/+3 +7 +7 +3 Jumping +1. Knowledge: Streetwise (Int). Unarmed OTHER CLASSES Attack. Archery. some are ruthless Wisdom and Intelligence are also assassins for hire while. Intimidate (Cha). Ninja fight agility for acrobatics and stealth. an opponent. Sneak Attack Feat 4 +3 +4 +4 +1 Special Movement (Light-Footed) +1 5 +3 +4 +4 +1 +4 Character Points. Bluff (Cha). along Open Lock (Dex). Special Movement (Cat-Like) +1 17 +12/+7/+2 +10 +10 +5 Invisibility +1. striking from anonymity. and Pet Monster Trainers of the powerful for centuries. Their • SKILL POINTS AT EACH ADDITIONAL LEVEL respect for Samurai and Martial Artists 4 + Int modifier tends to be one-sided. Environmental Control (Darkness) +1 9 +6/+1 +6 +6 +3 Speed +1. Personal Gear +1 2 +1 +3 +3 +0 Improved Initiative Feat 3 +2 +3 +3 +1 Heightened Senses (Hearing) +1. at the other important since it is important to extreme. giving rise to the many legends (Int). (Wis). Heightened Sense (Sight) +1 10 +7/+2 +7 +7 +3 +3 Character Points. Pick Pocket with the ability to disappear. Sense Motive senses. capable Disguise (Cha). A Ninja’s (Dex). and they enjoy besting Gun Bunnies in trickery vs.

but do not move perhaps as silly as gladiatorial badge collecting. and fights on nearby people and animals. befriending it readily and empathic in order to raise and care for and learning about its their pets. if it is a magical Monster Trainers take it upon themselves to tame creature. also be useful to exude a calming influence CHAPTER 5: CLASSES exercise. and Ninja. Telepathy (With Pet Monster) +1 19 +9/+4 +6 +11 +6 Pet Monster +1 20 +10/+5 +6 +12 +6 +5 Character Points.. Pet Tech Geniuses and Giant Robots but. Train a Cute Monster +1 18 +9/+4 +6 +11 +6 +4 Character Points. If the pet monster is a product of science docile even if they can unleash fire from their eyes and or technology. Train a Cute Monster +1 6 +3 +2 +5 +2 Animal Friendship +1. then his or her attention shifts to Dynamic these creatures and use their potentially deadly Sorcerers and Shapechangers. technology. Telepathy (With Pet Monster) +1 7 +3 +2 +5 +2 Pet Monster +1 8 +4 +2 +6 +2 +3 Character Points. Animal Friendship +1 2 +1 +0 +3 +0 +3 Character Points. but are opposed Artists. tails. HIT DICE AND ABILITY SCORES CHARACTERISTICS The Pet Monster Trainer uses d4 Hit Pet Monster Trainers gain a Dice. Animal Friendship +1 11 +5 +3 +7 +3 Pet Monster +1. or simply part of the Pet Monster Trainers get along with Magical Girls. Gamble (Wis). Charisma can develop through training. Knowledge: Biological Sciences (Int). monster’s thoughts. and Speak Languages (Int). Train a Cute Monster +1 9 +4 +3 +6 +3 Pet Monster +1 10 +5 +3 +7 +3 +3 Character Points. but natural order of things. Train a Cute Monster +1 25 . The bond The Pet Monster Trainer’s class Skills between master and pet (and the key Ability for each) are: Disable monster is so strong that Device (Int). Others prefer to pursue personal gain. Pet Monster Trainers organise tournaments to see who and Mecha Pilots to form an opinion. A few in the same circles as Hot Rods.. there are monsters roaming sometimes wonder why their own monster keeps all the around. As part of a (4 + Int Modifier) x 4 fighting ring. Medical (Wis). Train a Cute Monster +1 12 +6/+1 +4 +8 +4 Telepathy (With Pet Monster) +1 13 +6/+1 +4 +8 +4 Pet Monster +1 14 +7/+2 +4 +9 +4 +4 Character Points. the Pet Monster Trainer will befriend shoot bolts of lightning from their . Handle Animal the Pet Monster Trainer (Cha). TABLE 5-13: PET MONSTER TRAINER Base Ref Will Fort Level Attack Bonus Save Save Save Special 1 +0 +0 +2 +0 Pet Monster +1. They keep many natural weapons towards some particular goal — Student and Adventurer friends. by the rest who wish to defend their friends.PETBorn MONSTER TRAINER OTHER CLASSES of magic. the Pet • SKILL POINTS AT EACH ADDITIONAL LEVEL Monster Trainer gains a 4 + Int modifier measure of wealth that he uses to treat both him or herself and the pet too. Trainers can work better with their pet and cultivate its innate often avoid the snobbish Samurai. Some of them can be disgustingly cute and power to itself. and thus Intelligence and abilities. against other monsters or even other kinds of CLASS SKILLS AND SKILL POINTS opponents. Gun Bunnies. perceives his or her Knowledge: Nature) (Int). increasing their co-ordination • SKILL POINTS AT 1ST LEVEL and teamwork. which they Wisdom are key Abilities. Animal Friendship +1 17 +8/+3 +5 +10 +5 Pet Monster +1. Martial abilities. Wealth +1 16 +8/+3 +5 +10 +5 +4 Character Points. Train a Cute Monster +1 15 +7/+2 +5 +9 +5 Pet Monster +1. Train a Cute Monster +1 3 +1 +1 +3 +1 Pet Monster +1 4 +2 +1 +4 +1 +3 Character Points 5 +2 +1 +4 +1 Pet Monster +1. powerful ally in the form of their A Pet Monster Trainer must be aware monster.

Samurai also refines him or herself The most experienced Samurai can infuse their culturally. aplomb and deadly calm. Survival (Wis). Speed +1 3 +3 +1 +1 +3 +2 Character Points 4 +4 +1 +1 +4 Judge Opponent Feat 5 +5 +1 +1 +4 +3 Character Points. with a high their katana because once they do. Benevolence. Leap Attack Feat 8 +8/+3 +2 +2 +6 Heightened Awareness +1 9 +9/+4 +3 +3 +6 +2 Character Points 10 +10/+5 +3 +3 +7 Aura of Command +1. They feel the flow of combat in their (Dex). Sense Motive (Wis). Gather Information (Cha). CHAPTER 5: CLASSES careful to take an opponent’s measure before engaging Knowledge: Social Sciences (Int). hesitating to unsheathe A Samurai is very physical. with their weapons. A honour-bound to finish a battle for good or ill. Ride and agility. They enter combat with The Samurai uses d10 Hit Dice. and Loyalty. Speak veins and gain a superhuman awareness of their Languages (Int). a wakizashi in the other. They have no particular attitude towards Honour. They are virtuous warriors Mecha Pilots. and their • SKILL POINTS AT 1ST LEVEL strong personality at the fore. Search (Int). Samurai are (4 + Int Modifier) x 4 a perfect match for almost anything. Divine Relationship +1 15 +15/+10/+5 +5 +5 +9 Aura of Command +1 16 +16/+11/+6/+1 +5 +5 +10 Heightened Awareness +1 17 +17/+12/+7/+2 +5 +5 +10 +3 Character Points 18 +18/+13/+8/+3 +6 +6 +11 Massive Damage (Sword) +1 19 +19/+14/+9/+4 +6 +6 +11 Aura of Command +1 20 +20/+15/+10/+5 +6 +6 +12 +4 Character Points 26 . hand. Knowledge: Cultural Arts (Int). surroundings to the point that they can fight Wilderness Tracking (Int or Wis). Dynamic Sorcerers and Pet Monster Trainers are seen as cheaters who use outside forces to serve them. Knowledge: Religion (Int). Aura of Command +1 6 +6/+1 +2 +2 +5 Massive Damage (Sword) +1 7 +7/+2 +2 +2 +5 Jumping +1. Students and Adventurers by their potential. Bunnies and Hot Rods as modern reflections of their own bond Courage. and Melee Defence. Knowledge: in combat. Samurai feel a kinship with Martial Artists. Listen (Wis). Despite their tremendous skill. and judge that seek perfection at the edge of their blades. Veracity. a hurricane. tempering their spirits in the heat of combat and honing their values at the same time that they HIT DICE AND ABILITY SCORES sharpen their swords. and stone as if they were paper. TABLE 5-14: SAMURAI Base Ref Will Fort Level Attack Bonus Save Save Save Special 1 +1 +0 +0 +2 Improved Initiative Feat 2 +2 +0 +0 +3 Personal Gear +1. sometimes cutting down their enemies in a Knowledge: Domestic Arts. bestows upon the Samurai a great power and Diplomacy (Cha). Spot (Wis). Politeness. cutting off any escape with their speed Streetwise (Int). They can strike like lightning and move like Intimidate (Cha). they are Strength and often higher Constitution. Knowledge: Foreign single stroke. Craft (Int). Samurai are Culture (Int). reflected by his or her respectable souls into their weapons and cut through steel Wisdom and Charisma Scores. Wielding a katana in one Attack. Melee without seeing. SAMURAI but are held in as much distrust as the loathed Ninja. Perform (Cha). Blind-Fight Feat 11 +11/+6/+1 +3 +3 +7 Special Attack +1 12 +12/+7/+2 +4 +4 +8 Massive Damage (Sword) +1 13 +13/+8/+3 +4 +4 +8 Two-Weapon Fighting Feat 14 +14/+9/+4 +4 +4 +9 Jumping +1. Archery. responsibility. They recognise The code of Bushido demands that the the mission of Magical Girls and Sentai Members and see Gun Samurai hold him or herself to the ideals of Justice. They wait to see a Shapechanger’s deeds before passing judgement. and Tech Geniuses. Giant Robots. • SKILL POINTS AT EACH ADDITIONAL LEVEL 4 + Int modifier OTHER CLASSES Valuing honour and discipline. CLASS SKILLS AND SKILL POINTS CHARACTERISTICS The Samurai’s class Skills (and the key Ability for Walking the Way of the Sword each) are: Controlled Breathing (Con).

A high Charisma is also common. or Gun Bunnies. Defect. with pride as a mark of their own A Sentai Member focuses on teamwork and individuality. A Sentai Member knows if one of Balance (Dex). Extra Attacks* +1 11 +8/+3 +3 +7 +7 Combined Attack +1. rarely failing in any task they set for themselves. They do (already calculated into the Level not understand the progression). which returns a total of 6 since they too can be Character Points over 20 Levels team players. but increase in power (4 + Int Modifier) x 4 when combined with those of their • SKILL POINTS AT EACH ADDITIONAL LEVEL friends. that can be very devastating on • SKILL POINTS AT 1ST LEVEL their own. Artists but bask in the admiration of Assuming the role of follower or teammate. reflecting his or her CHARACTERISTICS flamboyant attitude. the Sentai Students. Special Movement* +1 17 +12/+7/+2 +5 +10 +10 +3 Character Points. his friends is in danger and can Knowledge: Occult (Int). and Tech Geniuses and Pet the group and using all of his or her skill and power Monster Trainers are good friends and supporters. Personal Gear +1 2 +1 +0 +3 +3 Massive Damage* (Specific Attack) +1 3 +2 +1 +3 +3 Divine Relationship* +1 4 +3 +1 +4 +4 Combined Attack +1. They Usage (Varies). Divine Relationship* +1 14 +10/+5 +4 +9 +9 Telepathy (Other Sentai Members) +1 15 +11/+6/+1 +5 +9 +9 +3 Character Points. lone ranger mentality of Samurai. Rejuvenation +1 16 +12/+7/+2 +5 +10 +10 +3 Character Points. Sentai Members appear to lead 4 + Int modifier a charmed life. They struggle to gain the respect of Martial truth and justice without a group of companions. Some people believe that Giant Robots are highly prized. and Dexterity. Sentai Members are team players to the core. at the same time that they tactics. and must be SENTAI MEMBER restrained before they attack a Dynamic Sorcerer or a Shapechanger out The Sentai Member cannot conceive fighting for of habit. Melee Attack. Close proximity is also required any ally with whom they work. TABLE 5-15: SENTAI MEMBER Base Ref Will Fort Level Attack Bonus Save Save Save Special 1 +0 +0 +2 +2 Sixth Sense (Danger to team members) +1. Heightened Awareness* +1 12 +9/+4 +4 +8 +8 Massive Damage* (Specific Attack) +1. When they gain their CLASS SKILLS AND personal equipment as members of the SKILL POINTS group. and thus usually has a high Wisdom identify their allegiance to their team. Divine Relationship* +1 9 +6/+1 +3 +6 +6 Attack Combat Mastery* +1. Speak Languages (Int). Rejuvenation +1 10 +7/+2 +3 +7 +7 +3 Character Points. Attack Combat Mastery* +1 6 +4 +2 +5 +5 Art of Distraction* +1 7 +5 +2 +5 +5 Telepathy (Other Sentai Members) +1 8 +6/+1 +2 +6 +6 +4 Character Points. Spot (Wis). Ninja. Attack Combat Mastery* +1 18 +13/+8/+3 +6 +11 +11 Combined Attack +1. Diplomacy (Cha). they also form a bond with their The Sentai Member’s class companions that becomes stronger with Skills (and the key Ability for each) are: time. This restriction is a Mecha Pilots are favourites. Rejuvenation +1 20 +15/+10/+5 +6 +12 +12 +4 Character Points 27 . learn their own personal attacks Tumble (Dex). SPECIAL NOTE Attributes marked with an asterisk (*) OTHER CLASSES are only useable when working with another The Sentai Member’s sense character with at least one Level of Sentai of teamwork translates easily to Member. Sentai Members lack intelligence and need to colour-code their uniforms to tell each other HIT DICE AND ABILITY SCORES apart. Hot Rods and Adventurers make Member charges into combat trusting the strength of for ideal rivals. and Melee Defence. but Sentai Members wear their colours The Sentai Member uses d6 Hit Dice. Divine Relationship* +1 19 +14/+9/+4 +6 +11 +11 +3 Character Points. Power CHAPTER 5: CLASSES quickly arrive for a rescue. (the exact distance depends on the task although Magical Girls and and situation). Perform (Cha). Rejuvenation +1 5 +3 +1 +4 +4 +3 Character Points. Personal Gear +1 13 +9/+4 +4 +8 +8 Attack Combat Mastery* +1. Jump (Str). towards the good of all.

or may be inherently supernatural creatures. and powers. powerful forms to meet any challenge. (Wis). constantly. or locker room either. As they grow in Culture (Int). heroes or heinous villains. Gun Bunnies. suffer from a curse. Unless they know and explain the HIT DICE AND ABILITY SCORES source of their powers. As a being that mimics others will ever be safe again. Hide Soon enough. It is redundant to say that Mecha Pilots are a better choice if they are Shapechangers are not what they appear. Seduction (Cha). Controlled Breathing (Con). be aliens. Po w e r l i f t i n g ( S t r ) . • SKILL POINTS AT 1ST LEVEL They prefer the company of Students (2 + Int Modifier) x 4 • SKILL POINTS AT EACH ADDITIONAL LEVEL 2 + Int modifier TABLE 5-16: SHAPECHANGER Base Ref Will Fort Level Attack Bonus Save Save Save Special 1 +0 +0 +0 +2 Alternate Form (Cosmetic Changes) Level 0 2 +1 +0 +0 +3 Elasticity +1 3 +2 +1 +1 +3 Alternate Form (Full-Powered) +1 4 +3 +1 +1 +4 +1 Character Point 5 +3 +1 +1 +4 Regeneration +1 6 +4 +2 +2 +5 Alternate Form (Full-Powered) +1 7 +5 +2 +2 +5 +1 Character Point 8 +6/+1 +2 +2 +6 Elasticity +1 9 +6/+1 +3 +3 +6 Mimic (All) +1 10 +7/+2 +3 +3 +7 Regeneration +1 11 +8/+3 +3 +3 +7 +1 Character Point 12 +9/+4 +4 +4 +8 Alternate Form (Full-Powered) +1 13 +9/+4 +4 +4 +8 Elasticity +1 14 +10/+5 +4 +4 +9 Regeneration +1 15 +11/+6/+1 +5 +5 +9 Mimic (All) +1 16 +12/+7/+2 +5 +5 +10 +1 Character Point 17 +12/+7/+2 +5 +5 +10 Elasticity +1 18 +13/+8/+3 +6 +6 +11 +1 Character Point 19 +14/+9/+4 +6 +6 +11 Alternate Form (Full-Powered) +1 20 +15/+10/+5 +6 +6 +12 +2 Character Points 28 . CHAPTER 5: CLASSES compress at will to accommodate new Disguise (Cha). That is Artists. They can Rods. The power to assume many forms can create great Dice. aliens. Martial appearances are transient. Charisma is the most important Ability for a Shapechanger. Jump (Str). and they can stretch or (Cha). shapes or simply to reach for the remote. Sense OTHER CLASSES Motive (Wis). Shapechangers’ bodies are key Ability for each) are: Balance (Dex). Gather Information (Cha). Bluff flexible by necessity. but it does not take long to determine the techniques of CLASS SKILLS AND SKILL POINTS shapeshifting and learn to transform into entirely The Shapechanger’s class Skills (and the different beings. No enemy base. but enjoy teasing Pet Monster SHAPECHANGER Trainers and Magical Girls by turning into copies of Form is fluid and their companions. Giant Robots. Shapechangers can turn into more Silently (Dex). Dexterity and CHARACTERISTICS Intelligence also help with the disguises. Knowledge: Foreign of another person or creature. Languages (Int) and Spot unless they make a point of being obnoxious. Speak others can grate on everybody’s nerves but. Escape Artist (Dex). Move experience. only minor changes to his or her form. Shapechangers can get along with anyone. They have little contact with Hot but it is true in more than one way. and Adventurers. or Samurai. Sleight of Shapechangers’ knack for impersonating Hand (Dex). their complete mastery over (Dex). it is nearly impossible to tell just what The Shapechanger uses d8 Hit they are. Dynamic Sorcerers. and The Shapechanger starts with the ability to perform escaping capture if discovered. their bodies lets them heal wounds at a much Knowledge: Cultural Arts faster pace and even mimic the precise appearance (Int). learns upon gaining his or her but Tech Geniuses. and Ninja are good allies if the the lesson every Shapechanger Shapechanger is a supernatural creature.

Pet Monster Trainers. His or her friendliness has a special appeal for all of them with no particular preference. or erstwhile goddesses. Perform (Cha). Mechanical Genius +1 15 +7/+2 +9 +5 +5 +3 Character Points. and and Swim (Str). Dex. Knowledge: Religion (Int). and crazy relatives. The best prospect of adventure being is school regret it. Most students Knowledge: Physical Sciences (Int). • SKILL POINTS AT EACH ADDITIONAL LEVEL 8 + Int modifier OTHER CLASSES The rest of the classes are the bane of a Student’s dreams of a normal life. Mind Shield +1 20 +10/+5 +12 +6 +6 +5 Character Points 29 . Gun Normal life is adventure enough without the need Bunnies. and they have the luck to live to festivals. Item of Power +1 12 +6/+1 +8 +4 +4 +3 Character Points. Tech Genius’ test subjects. Knowledge: Law (Int). They play aspirant Mecha Pilot with equal ease as becoming Dynamic TABLE 5-17: STUDENT Base Ref Will Fort Level Attack Bonus Save Save Save Special 1 +0 +2 +0 +0 Divine Relationship +1. and Giant Robots. Organisational Ties +1 7 +3 +5 +2 +2 Art of Distraction +1. Knowledge: Foreign the secondary effect of shielding them from all Culture (Int). Organisational Ties +1 13 +6/+1 +8 +4 +4 +4 Character Points. Decipher Script (Int). the weirdness they might encounter. or Con). make friends easily and not only because of Knowledge: Architecture (Int). Mind Shield +1 17 +8/+3 +10 +5 +5 Divine Relationship +1. Gamble (Wis). Profession (Int). Knowledge: Domestic Arts (Int). Special Attack +1 16 +8/+3 +10 +5 +5 +3 Character Points. trip. Students Research (Int). Speak Languages (Int). A Student’s life is full of little and can be the moral compass to Samurai and Ninja. Flunkies +1 18 +9/+4 +11 +6 +6 +4 Character Points. Students are: Computer Use (Int). Knowledge: Business (Int). adventures force them to learn skills they did not • SKILL POINTS AT 1ST LEVEL know they needed. Hot Rods. Divine Relationship +1. psychopathic fiancées. Flunkies +1 6 +3 +5 +2 +2 +5 Character Points. Magical Girls’ STUDENT romantic interests. Personal Gear +1 8 +4 +6 +2 +2 +5 Character Points. Knowledge: Cultural skirts. Art of Distraction +1. Moreover. CLASS SKILLS AND SKILL POINTS CHARACTERISTICS The Student’s class Skills (and the key Ability for each) For all their normality. and cultural are everybody’s friends. Flunkies +1. ancient awakened A Student (at least a successful Student) has a high demons. CHAPTER 5: CLASSES are insanely lucky as they dodge and duck during Knowledge: Social Sciences (Int). Knowledge: Biological the cool uniforms and eerily attractive pleated Sciences) (Int). Special Movement +1 11 +5 +7 +3 +3 Flunkies +1. fights or have divine flashes of inspiration. they Intelligence and Dexterity. necessary to earn good grades and must still make some time to prepare for finals avoid the local bully. Organisational Ties +1 19 +9/+4 +11 +6 +6 +4 Character Points. romantic rivals. the unlikely age of 14. and the dreaded college entrance exams. not to mention obnoxious aliens. Personal Gear +1 4 +2 +4 +1 +1 +3 Character Points. They are valuable friends to to go gallivanting after lost treasures or joining armies at Martial Artists. They challenges like weird teachers. Sixth Sense +1 2 +1 +3 +0 +0 Flunkies +1. can count on their friends to lend a hand. Aura of Command +1 5 +2 +4 +1 +1 Animal Friendship +1. Knowledge: Area (Int). Aura of Command +1 9 +4 +6 +3 +3 Animal Friendship +1. and Sentai Members. such as fixing things and (8 + Int Modifier) x 4 befriending bizarre creatures. Divine Relationship +1 10 +5 +7 +3 +3 +5 Character Points. The friends they make tend to get them into trouble HIT DICE AND ABILITY SCORES with gangs. Sorcerers’ apprentices. A Student uses d4 Hit Dice. seem surrounded by a special aura. Knowledge: Nature (Int). They Diplomacy (Cha). or sidekicks to Adventurers. Sports (Str. Mind Shield +1 3 +1 +3 +1 +1 +3 Character Points. Their utter normality seems to have Arts (Int). but some Students hardly have such an idyllic life. Craft (Int). Divine Relationship +1 14 +7/+2 +9 +4 +4 Flunkies +1.

TECHThereGENIUS OTHER CLASSES are people who The Tech Genius cannot keep away from enjoy the blessings of Giant Robots and may even be the creator of one. Wealth +1 7 +3 +2 +5 +2 Personal Gear +1 8 +4 +2 +6 +2 Item of Power +1. the Gun Bunny’s own. Personal Gear +1 5 +2 +1 +4 +1 +5 Character Points. They could improve the abilities of personality quirks. Flunkies +1.. but fortunately the Tech Genius Knowledge: Electronics (Int). but it is the He or she also loves to tinker with the Hot Rod’s Tech Genius who creates his or her car. but they know they can be patient. Mechanical Genius +1 12 +6/+1 +4 +8 +4 Item of Power +1. The most creative Tech Martial Artists. working. Repair (Int). and every Tech Genius tends to attract them. and Pet Monster Trainers and machines known to the world . no mad scientist is complete without key Ability for each) are: Computer Use (Int). Profession (Int). assistants. They find the powers of lot of the unknown ones. and the Student’s life. possibly even being the source of that Tech Genius from others. and Ninja if only they were Geniuses are unjustly labelled as “mad allowed. Mechanics (Int). the Tech Genius can use gadgets. development is not cheap. He or she can take anything apart and construction agility. Personal Gear +1 11 +5 +3 +7 +3 +3 Character Points. Wealth +1 19 +9/+4 +6 +11 +6 +2 Character Points. Personal Gear +1 2 +1 +0 +3 +0 Flunkies +1 3 +1 +1 +3 +1 Computer Scanning +1 4 +2 +1 +4 +1 Item of Power +1. His or her understanding of the science behind relationships with others depend on how much they technology. building amazing gizmos and gadgets for their own The Tech Genius’s class Skills (and the use. Gifted with an innate weapons. His or her Dynamic Sorcerers and Shapechangers utterly focus on the world of machines distances a fascinating. The Tech Genius is knowledgeable and insightful. and a Magical Girls as protégés. Knowledge: Physical Sciences (Int). Item of Power +1 20 +10/+5 +6 +12 +6 +4 Character Points 30 . often creating odd power themselves. Personal Gear +1 17 +8/+3 +5 +10 +5 Mechanical Genius +1 18 +9/+4 +6 +11 +6 Flunkies +1. high Dexterity There is no machine that can hide from the attentions reflects his or her fine motor control and CHAPTER 5: CLASSES of the Tech Genius. Research and Disable Device (Int). too. Samurai. with Sentai Members and Adventurers assemble the most astounding being frequent clients. Mechanical Genius +1 15 +7/+2 +5 +9 +5 +5 Character Points. put it together better than it was before — with parts to spare! They apply their talent to one pet project after CLASS SKILLS AND SKILL POINTS another. the Mecha Pilot’s vehicle.. Computer Scanning +1 16 +8/+3 +5 +10 +5 Item of Power +1. • SKILL POINTS AT 1ST LEVEL (8 + Int Modifier) x 4 • SKILL POINTS AT EACH ADDITIONAL LEVEL 8 + Int modifier TABLE 5-18: TECH GENIUS Base Ref Will Fort Level Attack Bonus Save Save Save Special 1 +0 +0 +2 +0 Mechanical Genius +1. Drive (Dex or Int). Mechanical Genius +1 6 +3 +2 +5 +2 Flunkies +1. technology. Wealth +1 13 +6/+1 +4 +8 +4 Personal Gear +1 14 +7/+2 +4 +9 +4 Flunkies +1. Research (Int). scientists” by everyone around them. Praise will HIT DICE AND ABILITY SCORES come when their next invention starts The Tech Genius uses d4 Hit Dice. and Speak Languages (Int). Of course. usually possessing a high CHARACTERISTICS Intelligence. Mechanical Genius +1 9 +4 +3 +6 +3 Computer Scanning +1 10 +5 +3 +7 +3 +3 Character Points. matter how much he or she denies being mad. Additionally. Knowledge : usually has access to wealth to pay for all of his or her projects. no Decipher Script (Int). Demolitions (Int).

CHAPTER 5: CLASSES 31 .

5 each Level needed to assign every talent. (8 + Int modifier) Skills gained each Level 2 each Level Wizard Class Skill bonus each Level 0. not all the classes Sorcerers know far fewer spells than Wizards at each level — a severe have balanced Level progression when compared to the Point totals for disadvantage. Since they are the only class THETheRESULT with Intelligence as the primary Ability Score — and thus will usually Point-based rebuilding of the d20 System standard classes is have a high Intelligence — the number of Skill Points they gain each presented in Tables 5-23 through 5-33.00. 1st-9th Level spells (modified by spell breadth) 0. spellcasters (6 + Int modifier) Skills gained each Level 1. consult the The capability of casting a spell costs a base of 0.25 each each class.5 each Level the classes. 32 . the Sorcerer’s multiplication factor of 0. the classes have their own unique advantages.5 Points times the spell Player’s Handbook. Ref.5 times normal value additional Character Points were built into their progression to increase Special class talents and abilities Variable their breadth and depth and achieve balance.) are listed Paladin 0.5 Character Points/Level associated this chapter to deconstruct and rebuild any other d20 System class or with their high Intelligence bonus for Skills.5) is only a few month’s away is equal to the number of potential of spells available to the class divided from release. Over 20 Levels.25 Points for 0 Level spells. the spells factor for each class. but this is only the base cost. Base Attack Bonuses. Sorcerers have The BESM d20 classes are ideal for a wide range of anime campaign two aspects that set them apart from Wizards. and power listed in the d8 Hit Dice 2 each Level class Level progressions a Character Point value before we could balance d10 Hit Dice 2. The Points assigned to the various Druid 0. etc. +1 to Fort. Clerics have a base of 110 Points assigned to spellcasting. By comparing the class abilities with Attributes that exhibit d12 Hit Dice 3 each Level similar effects. Using the Point costs from Table 5-19.62 (a Cleric’s multiplication factor) to give a final Character FANTASY CLASSES Points total of 68 for spellcasting. When (4 + Int modifier) Skills gained each Level 1 each Level examining the entire range of character activity. the more powerful classes (Wizard.12 (such as Barbarian Rage. Unique advantages Ranger 0. you can download between 0 and 1. This base is multiplied by the 0.43 progression charts needed to add up to 200 Character Points (+/.com).00. As a result. and thus could have the same multiplication factor of 1. Cleric domain spells 0. all casting classes needed an Player’s Handbook 3.5 times spell Level etc.62 the same as the new BESM d20 classes. This factor the Player’s Handbook (version 3. and thus were assigned a multiplication factor of 1. Class Advantage Cost the spellcasting classes are more powerful and versatile than the others. GM and players can use the guidelines presented in progression includes an additional 0.5 each Level d4 Hit Dice 1 each Level THEWeSOLUTION d6 Hit Dice 1. Although we cannot include updated information by the number available to the Wizard class — resulting in a factor regarding the new class progressions in this book. For the other classes. effect.5 each Level CHAPTER 5: CLASSES expertise.5 each Level clearly have the upper hand. though.5 “accessible spells multiplication factor” to provide appropriate balance By the time BESM d20 is first published. Similarly. one-half value for all Cleric domain spells). In particular. an updated version of (see Table 5-20: Accessible Spells Factor for Casting Classes). For more information the special abilities for each class.4%) — Cleric 0. but some players may want to use a standard d20 System prepare their spells in advance each day — a powerful advantage — and fantasy class from the Player’s Handbook. to THE d20 SYSTEM give a final Character Point total of 91 for spellcasting. Unfortunately. Although BESM d20 only level more closely represents the (4 + Int modifier) progression than the presents the alternate class progression charts for the 11 classes in the (2 + Int modifier) at which they are rated. Quivering Palm. Indeed. Although Sorcerers have the same potential spell access as Wizards. the abilities and talents granted through the class Bard 0. Wizards have a base of 91 Points assigned to spellcasting. Assigning Character Points proved to be an interesting exercise. Wizard 1. or Will Save 1 That’s not to say that a Fighter or Rogue can’t take down a Wizard of the +1 to first Base Attack Bonus 3 same Level in specific circumstances. Sorcerer. the base Point cost total is multiplied by (http://www. Consequently. we could better understand the relative power levels of 0th Level spells (further modified by spell breadth) 0.00 Although the number of Character Points assigned to each class to reflect Skill knowledge is usually not affected by the character’s potential Intelligence score. For example.guardiansorder. Wizards can potentially access more spells than any DECONSTRUCTION OF other class.10 in Table 5-19: Point Costs Assigned to d20 Classes. derived more from these two differences than the potential spell access that is considered for all other spellcasting classes. THEAlthough PROBLEM TABLE 5-19: POINT COSTS ASSIGNED TO d20 CLASSES some d20 System advocates may disagree. This base is multiplied by the factor of 1. their level Player’s Handbook. Since some classes have a much wider range of spells from which to choose.) were on par with the new BESM d20 classes. or Special Mount) are assigned Sorcerer 0.85 an appropriate number of Points. To determine the total number of Character Points revisions and supplementary material from our website assigned to spellcasting ability. Wizards are the exception. TABLE 5-20: ACCESSIBLE SPELLS FACTOR FOR CASTING CLASSES THEOverAPPROACH Class Multiplication Factor 20 Levels.44 standard advantages (Save bonuses.85 is the new BESM d20 classes. in their respective areas of (2 + Int modifier) Skills gained each Level 0. Sorcerers do not need to adventures. prestige class as well. we do not Character Point believe that the standard fantasy classes are balanced well. Level (0.

5. +1 4th Level spell +1 Talent 2 12 +9/+4 +8 +8 +4 +5 Character Points.75 each Level +1 2nd. For 7 +7/+2 +2 +2 +5 +1 Character Point example. a 9th Level spell is worth 4. 2 +1 +3 +3 +0 +1 0th Level spell plus the number of discretionary Character Points that should be added 3 +2 +3 +3 +1 Bardic Music. 16 +16/+11/+6/+1 +5 +5 +10 Rage 5/day. +1 1st Level spell TABLE 5-21: d20 MODERN CLASSES POINT COSTS 5 +3 +4 +4 +1 +1 1st. he or she has already allocated over 70 Character 2 +2 +0 +0 +3 Uncanny dodge (Dex) Points to spellcasting ability and has achieved a minimum of 17 3 +3 +1 +1 +3 +1 Character Point class Levels.5 = 40. may only be worth 5. +1 3rd Level spell (9 + Int modifier) Skills gained each Level 2. +1 5th Level spell Strong Hero 100 0 100 16 +12/+7/+2 +10 +10 +5 +5 Character Points. Dedicated Hero 95 5 100 +1 4th. Bardic music their progression associated with their high Intelligence bonus for Skills. +1 5th Level spell Initial Discretionary Final Point 15 +11/+6/+1 +9 +9 +5 +5 Character Points. Table 5-21: d20 Attack Ref Will Fort Modern Classes Point Costs gives the value for each class ability. 2 progression. or 15 14 +14/+9/+4 +4 +4 +9 Damage reduction 2/- Points — much less than the first 40. the 15 +15/+10/+5 +5 +5 +9 Greater rage. +1 4th Level spell 13 +9/+4 +8 +8 +4 +5 Character Points TABLE 5-22: BALANCING d20 MODERN CLASSES 14 +10/+5 +9 +9 +4 +1 0th. +1 4th. can access 9th Armour Proficiency Feats Level spells. Thus.9th Level Spell for 4. +1 6th Level spell 20 +15/+10/+5 +12 +12 +6 +3 Character Points.25 each Level 8 +6/+1 +6 +6 +2 +4 Character Points. additional spells a the 11 +11/+6/+1 +3 +3 +7 Damage reduction 1/- same or lower Level cost usually substantially less. If necessary. Class Points Points Total +1 1st. or perhaps an 8th Level spell.5 Points (1 x 1 x 0. 8 +8/+3 +2 +2 +6 Rage 3/day 4th Level spells are worth 8 Points (4 x 4 x 0. Seem too cheap? Base Perhaps it is. to the class by Level 10 to more closely balance them when using +1 1st Level spell BESM d20. like Wizards. 4 +3 +4 +4 +1 +4 Character Points.5 (9 x 9 x 0. This cost 10 +10/+5 +3 +3 +7 Uncanny dodge (+1 Traps) applies to the first spell at each Level only. The Attack Ref Will Fort balancing factor. +1 6th Level spell Smart Hero 98 2 100 18 +13/+8/+3 +11 +11 +6 +3 Character Points.5 = 8). No longer winded. Uncanny dodge CHAPTER 5: CLASSES (+3 traps) 17 +17/+12/+7/+2 +5 +5 +10 Damage reduction 3/- 18 +18/+13/+8/+3 +6 +6 +11 +2 Character Points EXAMINING d20 19 20 +19/+14/+9/+4 +20/+15/+10/+5 +6 +6 +6 +11 Uncanny dodge (+4 traps) +6 +12 Rage 6/day. Smart Level Bonus Save Save Save Special Heroes.5 Points.5).5 Points? TABLE 5-23: BARBARIAN Looking at the Character Point costs we assigned to spells Hit Dice: d12 Skill Points per Level: 4 + Int Modifier directly. Damage reduction 4/- MODERN CLASSES TABLE 5-24: BARD The character classes in d20 Modern have less variation in their Hit Dice: d6 Skill Points per Level: 4 + Int modifier design compared to the fantasy classes. many levels of class (not character) 1 +1 +0 +0 +2 Rage 1/day.5 Points. +1 6th Level spell 33 . 2 Points Game Master will determine the exact cost of each spell-like ability. are the implied pre-requisites needed to Level Bonus Save Save Save Special obtain high-level spells: many. though.75 each Level 7 +5 +5 +5 +2 +5 Character Points (5 + Int modifier) Skills gained each Level 1.5 = 0. Class Advantage Cost +1 2nd Level spell (3 + Int modifier) Skills gained each Level 0. Fast Hero 103 0 103 +1 2nd Level spell Tough Hero 97 3 100 17 +12/+7/+2 +10 +10 +5 +1 3rd. +10 move. and 9th class 9 +9/+4 +3 +3 +6 +1 Character Point Level spells are each worth 40. for example. use this formula as a guideline to determine the Character 6 +6/+1 +2 +2 +5 +1 Character Point Point cost of each spell: (spell Level) x (spell Level) x 0. which makes assigning Base appropriate Character Point values to them easier. include an additional 0.5 Points. Smart Hero Class Skill bonus each Level 0. By the time a Wizard. 1st Level spells are worth 0. (7 + Int modifier) Skills gained each Level 1.5 each Level +1 3rd Level spell +1 Defence Bonus 2 10 +7/+2 +7 +7 +3 +5 Character Points +1 Reputation Bonus 1 11 +8/+3 +7 +7 +3 +1 3rd. if you only look at the 9th Level spell in isolation. +1 2nd Level spell Character Point 6 +4 +5 +5 +2 Bardic music.5 Character Points/Level in 1 +0 +2 +2 +0 Bardic knowledge. Table 5-22: Balancing d20 Modern Classes shows the Character 2 Armour Proficiency Feats Points totals associated with each class over 10 Levels (rounded down). +1 6th Level spell Charismatic Hero 91 9 100 19 +14/+9/+4 +11 +11 +6 +1 5th.5). (3 songs). the first 12 +12/+7/+2 +4 +4 +8 Rage 4/day 9th Level spell costs 40. +2 0th Level spells. but adding a second 9th Level 13 +13/+8/+3 +4 +4 +8 Uncanny dodge (+2 Traps) spell. 10. Quite an accomplishment! 4 +4 +1 +1 +4 Rage 2/day If you want to gauge the appropriate cost of each spell Level 5 +5 +1 +1 +4 Uncanny dodge (Flanking) by itself.25 each Level 9 +6/+1 +6 +6 +3 Bardic music.

+1 6th. 7 +5 +2 +5 +5 +1 0th. 5 +3 +1 +4 +4 +1 3rd. 3 Armour 17 +12/+7/+2 +5 +10 +10 +1 4th. +1 3rd. TABLE 5-25: CLERIC TABLE 5-26: DRUID Hit Dice: d8 Skill Points per Level: 2 + Int modifier Hit Dice: d8 Skill Points per Level: 4 + Int modifier Base Base Attack Ref Will Fort Attack Ref Will Fort Level Bonus Save Save Save Special Level Bonus Save Save Save Special 1 +0 +0 +2 +2 Turn undead. Level spell +1 0th. +1 9th. +1 9th Level 6 +6/+1 +2 +2 +5 Bonus Feat spell 7 +7/+2 +2 +2 +5 +3 Character Points 20 +15/+10/+5 +6 +12 +12 +1 8th. 1 +0 +0 +2 +2 Nature sense. +1 8 +6/+1 +2 +6 +6 Wild shape (Large). +1 1st. +1 1st. +1 5th. +1 12 +9/+4 +4 +8 +8 Wild shape (Dire). +1 4th Level CHAPTER 5: CLASSES 10 +7/+2 +3 +7 +7 +1 4th. +1 6th Level 16 +12/+7/+2 +5 +10 +10 +1 7th. +1 9th Level spell 5 +5 +1 +1 +4 +1 Character Point 19 +14/+9/+4 +6 +11 +11 +1 5th. +1 9th Level +1 2nd. companion. +1 7th. +1 7th. +1 1st. +1 1st Level spell. +1 +1 2nd. +1 7th Level spell 15 +11/+6/+1 +5 +9 +9 Wild shape (Huge). +1 2nd Level +1 2nd Level spell spell 4 +3 +1 +4 +4 Resist nature’s lure. +1 9th Level spell 8 +8/+3 +2 +2 +6 Bonus Feat 9 +9/+4 +3 +3 +6 +4 Character Points 10 +10/+5 +3 +3 +7 Bonus Feat 11 +11/+6/+1 +3 +3 +7 +4 Character Points 12 +12/+7/+2 +4 +4 +8 Bonus Feat 13 +13/+8/+3 +4 +4 +8 +4 Character Points 14 +14/+9/+4 +4 +4 +9 Bonus Feat 15 +15/+10/+5 +5 +5 +9 +4 Character Points 16 +16/+11/+6/+1 +5 +5 +10 Bonus Feat 17 +17/+12/+7/+2 +5 +5 +10 +4 Character Points 18 +18/+13/+8/+3 +6 +6 +11 Bonus Feat 19 +19/+14/+9/+4 +6 +6 +11 +3 Character Points 20 +20/+15/+10/+5 +6 +6 +12 Bonus Feat 34 . +1 domain 5th 7 +5 +2 +5 +5 Wild shape 3/day. +1 6th. +1 4th Level spell 12 +9/+4 +4 +8 +8 +1 5th. +1 8th. +1 7th. Elemental 3 +3 +1 +1 +3 +1 Character Point wild shape 3/day. +1 4th. +1 5th Level spell domain 7th Level spell 10 +7/+2 +3 +7 +7 Wild shape 4/day. Timeless TABLE 5-27: FIGHTER Body. 4 +4 +1 +1 +4 Bonus Feat +1 8th. +1 7th Level spell spell 20 +15/+10/+5 +6 +12 +12 +1 8th. 13 +9/+4 +4 +8 +8 +1 2nd. +1 domain 1st Level +3 0th. domain 8th Level spell +1 1st. +1 9th Level spell 14 +10/+5 +4 +9 +9 Wild shape 5/day. +1 5th. Attack Ref Will Fort +1 3rd. +1 2nd Level spell spell 6 +4 +2 +5 +5 +1 2nd. +1 7th. 19 +14/+9/+4 +6 +11 +11 +1 5th. +1 6th. 8 +6/+1 +2 +6 +6 +1 3rd. +1 3rd Level spell 5 +3 +1 +4 +4 Wild shape 1/day. Animal Spontaneous casting. Hit Dice: d10 Skill Points per Level: 2 + Int modifier +1 5th. +1 3rd. +1 5th Level spell spell 11 +8/+3 +3 +7 +7 +1 1st. +1 6th. +1 domain 2nd Level +1 0th. spell. +1 9th Level Proficiency Feats spell 2 +2 +0 +0 +3 Bonus Feat 18 +13/+8/+3 +6 +11 +11 Wild shape 6/day. +1 domain 3rd Level +1 0th. +1 4th. 14 +10/+5 +4 +9 +9 +1 6th. +1 8th Level Level Bonus Save Save Save Special spell 1 +1 +0 +0 +2 Bonus Feat. +1 6th Level spell 18 +13/+8/+3 +6 +11 +11 +1 8th. +3 0th. +1 1st. 4 +3 +1 +4 +4 +1 0th. +1 9th Level spell 13 +9/+4 +4 +8 +8 A thousand faces. 3 Armour Proficiency Feats 2 Armour Proficiency Feats 2 +1 +0 +3 +3 +1 0th. +1 1st Level spell spell 3 +2 +1 +3 +3 Trackless step. 2 Domains. +1 4th Level spell +1 2nd. +1 7th Level spell +1 4th. +1 3rd Level spell 9 +6/+1 +3 +6 +6 +1 2nd. domain 6th Level spell +1 3rd. +1 8th Level spell spell 17 +12/+7/+2 +5 +10 +10 +1 4th. +1 4th. +1 6th Level spell 9 +6/+1 +3 +6 +6 Venom immunity. +1 +1 3rd Level spell domain 4th Level spell 6 +4 +2 +5 +5 Wild shape 2/day. +1 1st. +1 11 +8/+3 +3 +7 +7 Wild shape (Tiny). domain 9th Level spell +1 5th. +1 8th Level spell Base 16 +12/+7/+2 +5 +10 +10 Wild shape (Elemental) 1/day. +1 1st Level spell 2 +1 +0 +3 +3 Woodland stride. +1 5th Level spell 15 +11/+6/+1 +5 +9 +9 +1 3rd. 3 +2 +1 +3 +3 +1 2nd.

d12 Damage. CHAPTER 5: CLASSES +10 ft. Leap of +1 1st Level spell clouds 7 +7/+2 +2 +2 +5 +1 Character Point 8 +6/+1 +6 +6 +6 Slow fall (50 ft. +1 4th Level spell TABLE 5-34: CLASS AND CROSS CLASS COMBAT SKILLS FOR FANTASY 20 CLASSES Barbarian Bard Cleric Druid Fighter Monk Paladin Ranger Rogue Sorcerer Wizard Archery Gun Combat •x •x x x x x •x x x x x •x •x x x x x Heavy Weapons x x x x • x • x x x x Melee Attack • x x x • x • • •x x x Melee Defence •x • • x • x • •x x x Ranged Defence •x • •x •x •x • •x x x Special Ranged Attack x •x •x x •x •x Thrown Weapons • •x •x x • •x •x Unarmed Attack •x x x • x x x Unarmed Defence x x x x • x x x x x • Class Skill x Cross Class Skill 35 . AC +2 +1 2nd Level spell 11 +8/+3 +7 +7 +7 Diamond body 11 +11/+6/+1 +3 +3 +7 +3 Character Points 12 +9/+4 +8 +8 +8 Abundant step. Lay attack.). 12 +12/+7/+2 +4 +4 +8 Remove Disease 4/week. Move +1 3rd Level spell 19 +14/+9/+4 +11 +11 +11 Empty body 18 +18/+13/+8/+3 +6 +6 +11 Remove Disease 6/week. +10 ft. 10 +7/+2 +7 +7 +7 Ki strike +1. d10 Damage 8 +8/+3 +2 +2 +6 +2 Character Points 9 +6/+1 +6 +6 +6 Improved evasion. and moon +1 2nd Level spell 18 +13/+8/+3 +11 +11 +11 Slow fall (any distance). Divine health. Ki strike +2 13 +13/+8/+3 +4 +4 +8 +4 Character Points 14 +10/+5 +9 +9 +9 +3 Character Points 14 +14/+9/+4 +4 +4 +9 +3 Character Points. Stunning 1 +1 +0 +0 +2 Detect evil. +1 1st Level spell Move 15 +15/+10/+5 +5 +5 +9 Remove Disease 5/week. AC +4 +1 1st Level spell 19 +19/+14/+9/+4 +6 +6 +11 +1 2nd. AC +0 3 Armour Proficiency Feats 2 +1 +3 +3 +3 Deflect Arrows Feat 2 +2 +0 +0 +3 Aura of courage. Move +1 3rd Level spell 13 +9/+4 +8 +8 +8 Diamond Soul. +1 3rd. 9 +9/+4 +3 +3 +6 Remove Disease 3/week Move 10 +10/+5 +3 +3 +7 +3 Character Points. Turn 4 +3 +4 +4 +4 Slow fall (20 ft. AC +3. 16 +12/+7/+2 +10 +10 +10 Ki strike +3. d20 Damage +1 4th Level spell 17 +12/+7/+2 +10 +10 +10 Timeless body. Smite evil 3 +2 +3 +3 +3 Still mind. Move 3 +3 +1 +1 +3 Remove disease 1/week. Tongue of sun 16 +16/+11/+6/+1 +5 +5 +10 +3 Character Points. +10 ft. 15 +11/+6/+1 +9 +9 +9 Quivering Palm.). 7 +5 +5 +5 +5 Wholeness of body. 20 +15/+10/+5 +12 +12 +12 Perfect self. +1 4th Level spell 20 +20/+15/+10/+5 +6 +6 +12 +4 Character Points. 17 +17/+12/+7/+2 +5 +5 +10 +3 Character Points. Evasion. +10 ft.). Divine grace. d8 Damage undead 5 +3 +4 +4 +4 Purity of body. +10 ft. on hands. Move 6 +6/+1 +2 +2 +5 Remove Disease 2/week. +10 ft. Improved Trip 5 +5 +1 +1 +4 Special Mount Feat.TABLE 5-28: MONK TABLE 5-29: PALADIN Hit Dice: d8 Skill Points per Level: 4 + Int modifier Hit Dice: d10 Skill Points per Level: 2 + Int modifier Base Base Attack Ref Will Fort Attack Ref Will Fort Level Bonus Save Save Save Special Level Bonus Save Save Save Special 1 +0 +2 +2 +2 Unarmed strike. AC +1 4 +4 +1 +1 +4 +1 Character Point 6 +4 +5 +5 +5 Slow fall (30 ft. d6 Damage.

+1 7th Level spell 13 +6/+1 +4 +8 +4 +1 5th. +1 6th Level spell 14 +7/+2 +4 +9 +4 +1 6th. +1 4th Level spell TABLE 5-33: WIZARD Hit Dice: d4 Skill Points per Level: 2 + Int modifier Base TABLE 5-32: SORCERER Attack Ref Will Fort Hit Dice: d4 Skill Points per Level: 2 + Int modifier Level Bonus Save Save Save Special Base 1 +0 +0 +2 +0 Summon familiar. +1 4th Level spell +1 4th. +3 4th Level spell 10 +5 +3 +7 +3 Bonus Feat. dodge (+4 traps) +1 4th Level spell 20 +20/+15/+10/+5 +6 +6 +12 Favoured Enemy. 18 +13/+8/+3 +11 +6 +6 +3 Character Points +1 3rd Level spell 19 +14/+9/+4 +11 +6 +6 Sneak Attack +10d6. 3 +1 +1 +3 +1 +1 1st Level spell +1 3rd Level spell 4 +2 +1 +4 +1 +1 1st. Sneak 2 +2 +0 +0 +3 +1 Character Point attack +2d6 3 +3 +1 +1 +3 +1 Character Point 4 +3 +4 +1 +1 +1 Character Point 4 +4 +1 +1 +4 +1 Character Point 5 +3 +4 +1 +1 +1 Character Point. 2 Armour Proficiencey 2 +1 +3 +0 +0 Evasion Feats 3 +2 +3 +1 +1 Uncanny dodge (Dex). Sneak 15 +15/+10/+5 +5 +5 +9 Favoured Enemy. attack +8d6 +1 4th Level spell 16 +12/+7/+2 +10 +5 +5 Special ability 16 +16/+11/+6/+1 +5 +5 +10 +2 Character Points. +3 8th Level spell 16 +8/+3 +5 +10 +5 +1 7th. +1 7th Level spell 14 +7/+2 +4 +9 +4 +1 6th. +1 5th Level spell 10 +5 +3 +7 +3 +1 4th. +1 3rd. +1 4th Level spell 6 +3 +2 +5 +2 +1 2nd. 2 Armour Fighting Feat. Favoured Proficiencey Feats Enemy. +1 9th Level spell 36 . +1 8th Level spell 17 +8/+3 +5 +10 +5 +1 7th. 14 +10/+5 +9 +4 +4 Uncanny dodge (+2 traps) +1 1st Level spell 15 +11/+6/+1 +9 +5 +5 +3 Character Points. Ability +1 2nd Level spell 11 +8/+3 +7 +3 +3 Uncanny dodge (+1 traps). +1 4th Level spell 7 +3 +2 +5 +2 +1 2nd. Two Weapon 1 +0 +2 +0 +0 Sneak attack +1d6. ability +1 1st Level spell 20 +15/+10/+5 +12 +6 +6 +4 Character Points. +1 1st Level spell Level Bonus Save Save Save Special 2 +1 +0 +3 +0 +1 0th. +1 5th Level spell 12 +6/+1 +4 +8 +4 +1 5th. 12 +9/+4 +8 +4 +4 +3 Character Points CHAPTER 5: CLASSES +1 3rd Level spell 13 +9/+4 +8 +4 +4 Sneak attack +7d6. Scribe scroll. Uncanny 19 +19/+14/+9/+4 +6 +6 +11 +1 2nd. +1 9th Level spell 20 +10/+5 +6 +12 +6 +2 9th Level spell 20 +10/+5 +6 +12 +6 Bonus Feat. 6 +4 +5 +2 +2 Uncanny dodge (Flanking) +1 1st Level spell 7 +5 +5 +2 +2 Sneak attack +4d6 7 +7/+2 +2 +2 +5 +2 Character Points 8 +6/+1 +6 +2 +2 +3 Character Points 8 +8/+3 +2 +2 +6 +2 Character Points 9 +6/+1 +6 +3 +3 Sneak Attack +5d6 9 +9/+4 +3 +3 +6 +2 Character Points 10 +7/+2 +7 +3 +3 +3 Character Points. +1 8th. Sneak 5 +5 +1 +1 +4 Favoured Enemy attack +3d6 6 +6/+1 +2 +2 +5 +1 Character Point. TABLE 5-30: RANGER TABLE 5-31: ROGUE Hit Dice: d8 Skill Points per Level: 6 + Int modifier Hit Dice: d6 Skill Points per Level: 8 + Int modifier Base Base Attack Ref Will Fort Attack Ref Will Fort Level Bonus Save Save Save Special Level Bonus Save Save Save Special 1 +1 +0 +0 +2 Ambidexterity. 15 +7/+2 +5 +9 +5 +1 6th. Track. Attack Ref Will Fort +3 0th. +3 3rd Level spell 8 +4 +2 +6 +2 +1 3rd. +1 1st Level spell 1 +0 +0 +2 +0 Summon familiar 3 +1 +1 +3 +1 +1 2nd Level spell +5 0th. +3 7th Level spell 15 +7/+2 +5 +9 +5 Bonus Feat. +3 6th Level spell 13 +6/+1 +4 +8 +4 +1 4th. +1 7th Level spell +1 5th. Special 13 +13/+8/+3 +4 +4 +8 +2 Character Points ability 14 +14/+9/+4 +4 +4 +9 +2 Character Points. +1 8th Level spell 17 +8/+3 +5 +10 +5 +1 6th. Special 10 +10/+5 +3 +3 +7 Favoured Enemy. +3 9th Level spell 18 +9/+4 +6 +11 +6 +1 8th. 9 +4 +3 +6 +3 +1 3rd. +1 8th Level spell 16 +8/+3 +5 +10 +5 +1 7th. +1 5th Level spell 8 +4 +2 +6 +2 +1 3rd. +1 3rd Level spell 5 +2 +1 +4 +1 +1 2nd Level spell 7 +3 +2 +5 +2 +1 1st. 11 +11/+6/+1 +3 +3 +7 +3 Character Points Sneak attack +6d6 12 +12/+7/+2 +4 +4 +8 +2 Character Points. Special 18 +18/+13/+8/+3 +6 +6 +11 +2 Character Points. +3 5th Level spell 11 +5 +3 +7 +3 +1 3rd. +1 6th Level spell 11 +5 +3 +7 +3 +1 4th. +1 2nd Level spell 2 +1 +0 +3 +0 +1 0th. +1 3rd Level spell 9 +4 +3 +6 +3 +1 2nd. +1 1st Level spell 5 +2 +1 +4 +1 Bonus Feat. +1 9th Level spell 19 +9/+4 +6 +11 +6 +1 7th. +1 2nd Level spell Sneak attack +9d6 17 +17/+12/+7/+2 +5 +5 +10 +3 Character Points. +1 6th Level spell 12 +6/+1 +4 +8 +4 +1 5th. +3 2nd Level spell 6 +3 +2 +5 +2 +1 2nd. +1 9th Level spell 18 +9/+4 +6 +11 +6 +1 8th. 17 +12/+7/+2 +10 +5 +5 Uncanny dodge (+3 traps). +1 9th Level spell 19 +9/+4 +6 +11 +6 +1 8th. +3 1st Level spell 4 +2 +1 +4 +1 +1 1st.

ADJUSTING POINT COSTS There are many different Character Attributes. and the reflect this. If you find yourself needing more Character Points than you have been assigned. but since some represent exotic abilities (such as magical or superhuman powers or MODIFYING ATTRIBUTES AND abilities innate to non-human races). but you can extend it beyond Rank 6 function. you define your character’s unique capabilities compared to other individuals. The selection of Attributes is one of the most important steps STEP 6: ASSIGN during character creation. Character Points may be used to acquire Attributes. gives them a good chance of actually being useful in play. consider burdening your character with one or more The six core Ability Scores represent your character’s basic abilities. 5. the GM may choose to place certain restrictions on their availability in his or her particular game setting. page 87). or 6 / Rank Constitution 61 Extra Attacks 8 / Rank None 47 Special Attack 1 or 4 / Rank None 61 Extra Defences 3 / Rank None 47 Special Defence 1 / Rank None 67 Features 1 / Rank None 47 Special Movement 1 / Rank Dexterity 67 Flight 2-4 / Rank Dexterity 47 Speed 2 / Rank Dexterity 68 Flunkies 1-2 / Rank Charisma 48 Spirit Ward 1 / Rank Wisdom 68 Force Field 2-4 / Rank Wisdom 48 Superstrength 4 / Rank Strength 68 Healing 4 / Rank Wisdom 49 Swarm 2 / Rank Constitution 68 Heightened Awareness 1 / Rank Wisdom 49 Telekinesis 2 or 4 / Rank None 69 Heightened Senses 1 / Rank Wisdom 49 Telepathy 1-3 / Rank Intelligence 70 Highly Skilled 1 / Rank Variable 49 Teleport 5 / Rank Intelligence 70 Hyperflight 1 / Rank Constitution 49 Train a Cute Monster 1 / Rank Wisdom 70 Immunity 10 / Rank Constitution 50 Transmutation 3-5 / Rank Intelligence 72 Insubstantial 5 / Rank None 50 Tunnelling 2 / Rank None 72 Invisibility 3 / Rank None 50 Unique Attribute 1-5 / Rank Variable 72 Item of Power 3-4 / Rank None 50 Unknown Superhuman Power Variable Variable 73 Jumping 1 / Rank Strength 51 Water Speed 2 / Rank None 73 Magic 4 / Rank None 51 Wealth 3 / Rank None 73 37 . which known as Character Attributes. Each Attribute is rated with a Rank match their concept of how a particular power or capability should from 1-6 (or in a few cases. with GM permission. the value of Attributes assumes the setting of the game roll be needed (see page 110 of Chapter 12: Combat). If the GM feels a changed effect makes the Attribute the Attribute’s Character Point cost per Rank. 1-10). Ability most relevant to the Attribute’s use should a Ability check dice Additionally. 3. Character Defects (Step 9: Select Character Defects. Race. Acquiring an Attribute or increasing it in Rank the effects of existing Attributes to better suit particular character requires the expenditure of one or more Character Points depending on concepts. Any Character Points remaining after can be used to acquire more Character Attributes or further increase your you have purchased your character’s Abilities. its game effects and limitations. available to acquire Attributes. Think carefully about the balance between a few high-rank Attributes and a ATTRIBUTES large number of low-rank Attributes. each representing a Players may occasionally find that an Attribute does not exactly particular talent or special ability. Each but his or her more specific acquired or innate talents and abilities are Defect can provide you with an additional Character Point or two. If a character is CHAPTER 6: ATTRIBUTES TABLE 6-1: CHARACTER ATTRIBUTES ATTRIBUTES POINT COST ABILITY SCORE PAGE ATTRIBUTES POINT COST ABILITY SCORE PAGE Massive Damage 2 or 5 / Rank None 52 Adaptation 1 / Rank Constitution 38 Mechanical Genius 2 / Rank Intelligence 52 Alternate Form 2. he or she may alter its Point cost to indicate the Character Point cost. or 9 / Rank Constitution 39 Metamorphosis 5 / Rank None 52 Animal Friendship 1 / Rank Charisma 40 Mimic 7 or 10 / Rank Intelligence 53 Armour 2 or 4 / Rank Constitution 40 Mind Control 3-6 / Rank Wisdom 53 Art of Distraction 1 / Rank Charisma 41 Mind Shield 1 / Rank Wisdom 54 Attack Combat Mastery 3 / Rank None 42 Natural Weapons 1 / Rank None 54 Aura of Command 1 / Rank Charisma 42 Organisational Ties 1-3 / Rank Charisma 55 Combination Attack 3 / Rank None 42 Own a Big Mecha 8 / Rank None 56 Computer Scanning 2 / Rank Intelligence 42 Personal Gear 2 / Rank None 57 Contamination 2 or 4 / Rank None 43 Pet Monster 6 / Rank None 57 Damn Healthy! 2 / Rank None 43 Place of Power 1 / Rank None 58 Defence Combat Mastery 2 / Rank None 43 Pocket Dimension 2-4 / Rank Wisdom 58 Divine Relationship 1 / Rank None 43 Power Defence 1 / Rank Variable 59 Duplicate 6 or 8 / Rank Constitution 43 Projection 1-4 / Rank Intelligence 59 Dynamic Sorcery 8 / Rank Variable 44 Regeneration 4 / Rank None 60 Elasticity 2 / Rank Constitution 45 Reincarnation 2 or 4 / Rank None 60 Energy Bonus 3 / Rank None 45 Rejuvenation 1 / Rank Wisdom 60 Enhanced [Ability] 1 / Rank None 46 Sensory Block 1 / Rank Intelligence 60 Environmental Control 1-2 / Rank Wisdom 46 Servant 2 or 5 / Rank None 60 Exorcism 1 / Rank Wisdom 46 Sixth Sense 1 / Rank Wisdom 61 Extra Arms 1 / Rank None 47 Size Change 1. the players) may redefine with GM permission. The GM (and. The Attribute descriptions significantly more or less powerful. and Class are character’s Ability Scores. Through Attributes.

A Of course. For example. Progression: The character is adapted to 1 environment/Rank The character can adapt to survive in a number of environments hostile to ordinary humans equal to his or her Adaptation Rank. noxious gases. intense heat. Each Defect Bonus Point added to your other d20 System character against normal environmental conditions. he or she can reduce its Character Point Cost or ADAPTATION even give the Attribute away for free. adding 1 Character Point to your character normal human environments. Attributes do not exist. such as extra dimensional. If you would like to add BESM d20 radiation.or no-oxygen reduces his or her XP total by 100 x current character Level. Similarly. If circumstances change and the Cost: 1 Point/Rank Attribute becomes useful on a regular basis. adding one Rank of the Own A Big provides Armour while deep-sea diving and against a crushing gravity Mecha Attribute (8 Points) to your 10th Level ever-questing knight attack. pressure. this Point exchange also applies for Defects (see page character with even Rank 1 Armour gains the benefits of Adaptation 87). noxious gases. Character Points and dimensional. not the absence of air). the character should pay for Relevant Ability: Constitution the Attribute with Character Points granted through Level progression. For example. Defect can be added to the d20 System game of your choice! 38 . any BESM d20 Attribute or effects. In these cases.000 XP. if you want to add one Rank of the Regeneration The Attribute also provides 2 Points of Armour against Attribute (4 Points) to your 4th Level crafty spy character from environmental conditions and attacks similar to the adapted another d20 System game. and underwater.000 XP (8 Points x complete protection against the elements.600 XP (4 Points x 100 x 4th the desert heat and against fiery blasts. extreme pressure. Adaptation can thus be viewed 100 x 10th Level = 8. Trading Experience Points for Character Points Examples of hostile environments include: acidic/basic liquids. Armour does not protect CHAPTER 6: ATTRIBUTES increases his or her XP total by 100 x current character Level. if any. underwater (the ability to “breathe” water). your character’s current Experience environment. this Armour provides d20 character reduces his or her XP total by 8. while Adaptation (Pressure) Level = 1. In most natural Earth environments. Surviving in low. and vacuum (low Attributes to your character from a different d20 System game. extra In most other d20 System games. Adaptation does not apply to non- your Game Master may allow you to trade Experience Points (XP) human characters whose natural environment is not the Earth’s for Character Points. given an Attribute that the GM decides is unlikely to have much. Since the number of XP required to obtain atmosphere (such as a mermaid living in the ocean). as a very limited form of the Armour Attribute in many situations. Adaptation (Heat) provides Armour while in Point total would be reduced by 1.600 XP). the the next Level is equal to your character’s current character Level character must assign Adaptation (Earth Atmosphere) to survive in multiplied by 1. not Adaptation. intense cold.000 XP). utility in the campaign. against specific hostile environments that have less tangible damaging Using this conversion guideline. environments is a Special Defence Attribute (page 67).

existing d20 characters/monsters with a minimum of conversion and calculation. Instead. base 40 ft. it is unnecessary to a CR 5 creature is roughly equal to 90 Points (5 x 10 = 50. and exhibit Initiative: -1 (Dex) exotic physical features as well. the form cannot be Hill Giant altered. Different Alternate Forms can be Saves: Fort +12. change of gender. The newly The first aspect that requires adjustment is Armour Class (see page acquired Attributes and Defects add to the character’s normal form. character retains all the Abilities. normal clothing becomes part of the is treated as the Armour Attribute (page 40). and Defects. Thus. The giant has the following d20 System A character with Alternate Form can instantaneously transform stat block: into one other specific form that is determined during character creation and approved by the Game Master. This includes: a 10% size increase or decrease. -1 Dex) at the cost of 2 Character Points. remove all Ability Score modifiers from the monsters increase or decrease. this AC: 20 (-1 size. Attribute Ranks. non-human form. regardless of the Ability Score’s modifier (see page 11). or rock 2d6+7 assign this Attribute multiple times. decide that some Attributes (such as Personal Gear. A character with several different Alternate Forms should Damage: Huge greatclub 2d6+10. The is already roughly calculated into the creature’s CR. Jump +9. Spot +4 PARTIAL-POWERED FORM (3 POINTS/RANK) Feats: Cleave. a character with Rank 9 Alternate Form could assume the use the mechanics of the Feat. Thus. If 96). Calculated Values also must be As a CR 7 creature. While BESM d20 may form of a CR 5 creature. Defect Bonus Points associated with his or her regular form. The The form is built from 10 Character Points for each Alternate Form exact Rank of the attack is not importnt — the cost of the attack Rank. Attributes. similar to damage reduction. Con 19. Wis 10. which is handled differently in BESM d20. Skills. for 12d10 damage in a cone extending out 50 feet. Multiply the monster’s Challenge Rating by 10 and add 40 to All other stat aspects are handled the same way. For example. normal breath weapon that allows it to breath fire once every 1d4 rounds clothing becomes part of the Alternate Form as well. (hide armor). The character’s Abilities all drop to zero and thus must be raised with the Adjusting the Stat Block Alternate Form’s new Character Points. Once selected. colour changes (eye. d20 does not utilize certain Feats (see page 81). Alternate Form allows the character to possess a radically Hit Dice: 12d8+48 (102 hp) different body shape than his or her normal human form. though the GM may at Rank 11. which can be used to acquire Abilities. Simply FULL-POWERED FORM (9 POINTS/RANK) use the mechanics presented under the monster’s write-up. +9 natural. the character must acquire the Attacks: Huge greatclub +16/+11 melee. 39 . and Points (CR 7x10=70. GMs must remember that BESM d20 and other handle it differently. The game mechanics of the creature largely remain the their effects. if a monster has a additional Character Points. which is handled Alternate Form as well. This Rank allows a character to undergo Armour: 12 (9 natural. He wishes to Progression: The character’s alternate form is built from 10 Character change shape into a giant so the player pulls out a d20 sourcebook Points/Rank and looks up a Hill Giant. Thus. 3. or hair). For example. Skill Ranks. Cha 7 Skills: Climb +9. skin. the character’s regular Attributes. 50 + 40 = remove them from existing d20 characters/monsters — simply 90). which can be used to acquire Attributes. GMs may simply allow characters to adopt the form and abilities of a or rock +9/+4 ranged given monster using its Challenge Rating as a measure of its Character Point cost. 50% age Next. provide a +0 modifier to attack rolls. and Defects. The player does not need to rebuild the Hill Giant for use with Organisational Ties. If a character only has a single. it is unnecessary to rebuild the breath weapon as a Special Attack (page 61). and others) and some Defects still retain BESM d20. the monster’s AC. facial features. or bodily proportions). unchanged. 3 hide armour) cosmetic changes that confer no additional abilities on the target. Thus. and minor Attack Bonuses to hit since Strength and Dexterity modifiers all physical changes (shape of ears. and Some elements of the stat block must be adjusted.ALTERNATE FORM Costs: 2. Speed: 30 ft. -1 Dex. relevant Attributes and Defects that best represent the form’s or rock +8/+3 ranged capabilities. permanent. While BESM determine the Character Point value of the given creature. the point value of the benefit remains the d20 products are not 100% compatible and consequently some abilities same in most instances. Remove all naturally the character’s Abilities are modified by the Enhanced [Ability] derived modifiers from AC and subtract the base 10 to determine Attribute. the character is able to assume the form of the giant. Unless the GM indicates otherwise. or 9 Points/Rank Sample Alternate Form using a d20 Monster Relevant Ability: Constitution A character has Alternate Form at Rank 11. +3 hide) Attribute should not be applied. The naturally occuring armour that was removed Unless the GM indicates otherwise. Additionally. with Alternate Form Defects no longer function in the Alternate Form. the Hill Giant has the following modified AC: COSMETIC CHANGES (2 POINTS) A “Rank 0” option of the Alternate Form Attribute is also available AC: -2 (-1 size. must be translated to use other d20 source material for BESM d20 (such Using this method allows a player or GM to quickly use as natural armour bonuses for Armour Class. Ref +3. Int 6. Wealth. Flunkies. Abilities: Str 25. Weapon Focus (greatclub) The form is built from 10 Character Points for each Alternate Form Challenge Rating: 7 Rank. Attacks: Huge greatclub +9/+4 melee. Power Attack. Will +4 built with different Attribute Ranks as well. however. the Calculated Values should be recalculated as necessary. 70+40=110). Dex 8. Defects can also be assigned to the new Form to provide same with very minor changes. the Giant’s Attacks are: d20 MONSTERS If using other d20 source material containing monster write-ups. see page 96). The Attributes gained in the Special Attacks: Rock throwing character’s Alternate Form obviously cannot be Dependent (see page 88) Special Qualities: Rock catching upon the Alternate Form Attribute. the Hill Giant equals approximately 110 CHAPTER 6: ATTRIBUTES recalculated.

the character can provides doubled protection against the chosen attack form only. cold. Combat Mastery. Once merged. When befriending a pack of animals. At the GM’s one or more Partial-Powered animal forms. An “animal” is defined as a natural creature with Intelligence The Armour does not cover the character’s entire body. a short period of time. etc. regardless of options. depending on its nature. well. RANK 6 An additional +5 modifier is applied to the Charisma check. instinctive empathy such as blunt impacts or piercing weapons. Special Attack +5 to the Handle Animal Skill. Progression: Descriptive. Damage. Insubstantial. Movement. and no befriend an otherwise hostile or even ferocious animal. Environmental Influence (Heat). but the GM can modify them if fails. RANK 1 +1 to the Handle Animal Skill. it will let the character • ANIMAL FORMS and companions approach it. cyborgs. Any person near the character may suffer burn damage as +4 to the Handle Animal Skill. RANK 3 An additional +2 modifier is applied to the Charisma check. The base cost for Attributes: Adaptation. and is completely invisible when viewed from the side. Armour character cannot be harmed unless the object is damaged. Armour (Optimised to RANK 5 An additional +4 modifier is applied to the Charisma check. Special cost) or an unarmoured area (no Armour value. radiation. the Block Defence against ranged attacks. Tunnelling. a friendship cannot be made if the character or his or her friends have already attacked SHIELD ONLY the animal. and will not attack or act aggressively Many nature-based shapeshifters (and cursed martial artists) have unless it or the members of its pack or family are threatened. -1 to Point Attributes: Adaptation. water. this ability requires behaving in a calm and friendly manner. Extra Arms. some nasty fate. For example. etc. • FLAME FORM +3 to the Handle Animal Skill. it cannot speak). On a successful Charisma check. ice. Force Field. and still perceive Armour reduces the damage that is inflicted on the character or nearby events as though he or she is still human. Flight. The A 2-D character has height and width. Armour is 4 Points/Rank. Damn Healthy!. Speed. He or she minimum Point cost of Armour. An animal that has been befriended simply likes the character. Armour cannot be optimised against broad categories A character with this Attribute has an unusual. Teleport (Within melded object). The character’s Rank in this Attribute is This option covers a wide range of possible forms. An entire new two-dimensional PARTIAL universe may be waiting to be explored by such a character. not the cost per Rank. Speed. base. added to his or her Handle Animal Skill. Suggested Attributes: skin or clothing that is highly resistant to damage. Point cost reductions apply to the total cost of Armour. The examples given below suggest some Attributes that may be -8 for 9-16 animals. Heightened ARMOUR Awareness. Suggested Attributes: Adaptation. sulphur. Superstrength. The character The GM can apply difficulty penalties or bonuses to the Charisma must also possess the Block Ranged Attacks Feat to use the shield in a check based on the character’s actions and the situation. unarmed attack using a Block Defence (see page 120). Invisibility. Suggested Attributes: Adaptation (Heat). the animal(s) may attack. Instead. Sixth Cost: 2 or 4 Points/Rank Sense. For example. Enhanced [Ability]. -2 to Point cost) that can Defence. Other types of alternate forms can include electricity. If the attempt appropriate for the Alternate Forms. Special Defence. but not depth. Insubstantial. It is most often found Adaptation. The character can pass through walls. or slink away. Water Speed. Insubstantial. Attack character or somehow assist him or her. however. Armour. data. the structure (see Chapter 12: Combat for how damage works). Size Change. Insubstantial. Optimised Armour towards animals. The character can meld into any inanimate object. Special +2 to the Handle Animal Skill. Special Defence. dream. and powerful • MELDING FORM magical beings. on combat vehicles. Regeneration. Duplicate. see below energy blasts. Utilising Armour and ordinary Armour by assigning the Armour Attribute twice. If the character successfully dice roll modifier could be -4 if the animal is especially fierce or very loyal defends. or simply air or water. laser beams. The character is composed of fire. the shield’s Armour can protect against damage associated with to its current owner. This option reduces the cost of Armour to 2 40 . Suggested reduces the damage of each attack by 4 per Rank. Relevant Ability: Constitution • INCORPOREAL FORM Progression: All attack damage the character receives is reduced by 4 An Incorporeal form is without physical substance (for example. Elasticity. and many others. fire/heat. Projection. or +4 if the characters just saved the animal from the Attribute Rank. heat). ANIMAL FRIENDSHIP OPTIMISED ARMOUR Cost: 1 Point/Rank The Armour is focused against a particular uncommon attack form. Special Movement. Swarm. The character cannot pick up solid objects and can only exert the pushing force of a gentle wind. Flight. Suggested Attributes: any option. If an animal is befriended. -4 for 3-4 animals. Natural Weapons. which • TWO-DIMENSIONAL FORM alter the Attribute’s Point cost or modify the Armour’s effectiveness. Pocket Dimension. it may be affectionate enough to want to follow behind the that are relevant to the specific animal form. (Aura). androids. gold. Special Attack. Jumping. Actual training of the animal takes time and requires the application of • ELEMENTAL/CHEMICAL FORMS Handle Animal Skill (page 76). Special Movement. Special Defence. Damn Healthy!. synthetic drugs. A second attempt is usually not possible within light. A number of options are available for the Armour Attribute. emotion. including: acid. Flight. and perform similar ghost-like feats. Suggested Attributes: Adaptation. Special Attack. a points/Rank ghost or living shadow). sound. • GASEOUS FORM +6 to the Handle Animal Skill. threaten the character. is 1 Character Point. mercury. Tunnelling. it of 1-2 that lacks the ability to communicate via a structured language is a shield that the user must deliberately interpose in front of a melee or (that is. etc. Massive RANK 2 An additional +1 modifier is applied to the Charisma check. Relevant Ability: Charisma Eligible attack forms include electricity. Invisibility. -6 for 5-8 animals. Insubstantial. a dice roll penalty SAMPLE ALTERNATE FORMS of -2 is assigned for two animals. Regeneration. walk on The Armour Attribute represents actual armoured plates. A character can acquire both Optimised would allow a character to get past a police dog or guard dog. Features. Heightened Senses. Suggested The Armour has a small thin area (half Armour value. Flight. giant monsters. this protection against other forms. can squeeze through the spaces between atoms. on contact. Extra Attacks. and can ignite flammable objects RANK 4 An additional +3 modifier is applied to the Charisma check. and higher penalties for larger packs. granite. be targeted using a Called Shot (see page 116). desired. CHAPTER 6: ATTRIBUTES This form is less substantial than a liquid form. such as Armour.

or 50% of an audience will be motivated. If multiple people with this Attribute work as a team. which provides 24 points of protection. etc. such as an angry mob or a group of security guards.4 for the chainmail armour . donating money to a charity.” “good. This Attribute allows a character to distract a number of people or animals at a critical moment. Damage Reduction is vulnerable to a specific type of attack (such as “magic. Any attack that hit the creature would have its damage reduced by 19. RANK 6 The character can distract a very large crowd (200-1000 individuals).” CHAPTER 6: ATTRIBUTES “armour. a character who was wearing chainmail armour. RANK 5 The character can distract a large crowd (50-200 individuals). If the character has an audience that is already prepared to listen. If the BESM d20 character also had a 2 BP Restriction (Armour provides no protection against evil attacks). simply. When converting BESM d20 characters to other d20 games. BESM d20 Armour is treated as Damage Reduction of an amount equal to its protective value. For example. or vice verse. 41 . action. the Rank determines the RANK 1 The character can distract one individuals. innate charisma. provided he or she has some method of communicating with them (for example. Some portions of a character/creature’s Armour Class in other d20 System games factor into its Armour rating. depending on how common the specific attack form is). and increases the protection percentage of that audience that is distracted or moved enough to take provided from 4 Points/Rank to 8 Points/Rank. Points/Rank (rather than 4 Points/Rank). whether that involves buying the character’s next CD. Armour (and Force Fields) is handled very distracting someone through emotion. have an Armour Class Modifier (see page 96) of -1 (28 less the +19 natural bonus minus the base of 10) but would have Armour that stops 19 damage (effectively equal to Rank 5 Armour with a 1 BP Restriction: -1 point of protection). ART OF DISTRACTION Cost: 1 Point/Rank Relevant Ability: Charisma Progression: Descriptive. a creature from another d20 System game that has an AC of 28 (-2 size. talking. or 75% of an audience will be motivated. +19 natural) would.” etc. in BESM d20. the total Armour and Force Fields in other d20 Games number of people distracted is added together. +1 Dex.the base of 10) and 4 points of Armour in BESM d20. rather than Armour Class.) If the character is trying to directly distract a potentially hostile group. the character’s Damage Reduction is not vulnerable to a specific attack unless the character assigned a Restriction in BESM d20 (typically a 1 to 3 BP Restriction. +4 armour) would have an Armour Class Modifier of +2 (16 . or 10% of an audience will be motivated. or 20% of an audience will be motivated. or even a beautiful or resonant voice. Similarly. For example. If a creature gains a “natural.” or other naturally-occurring Armour Class bonus.” “hide. in BESM d20. RANK 4 The character can distract a medium crowd (11-50 individuals). illusionary image. RANK 2 The character can distract up to two individuals. his or her Rank dictates how many people are distracted. that bonus is treated as protection provided via the Armour Attribute in BESM d20. or 5% of an audience will be motivated. the Damage Reduction would be 24/evil.). or 95-100% of an audience will be motivated. Charisma is used both when If converting a BESM d20 character to another d20 System distracting people physically (for example. rhetoric. written word. would have Damage Reduction 24/– in other d20 System games. dancing. RANK 3 The character can distract a small crowd (1-10 individuals).” “chaotic. with sex appeal) and when game. who had an Armour Class of 16 (+2 Dex. television broadcast. a character with Rank 6 Armour. or voting for the character in an election. see below Art of Distraction may represent oratorical ability. This system will also work in reverse – a creature with Damage Reduction 8/magic would have Rank 2 Armour with a 3 BP Restriction (Armour provides no protection against magical attacks) in BESM d20. or force of personality. In most traditional d20 games.

This Attribute is similar to Art of Distraction. RANK 3 The character can inspire a small team (1-10 people). if four characters are combining. that few leaders have an Aura of Command sufficient to inspire their the area must be sufficient to encompass entire force at once. Aura of Command reflects a which scanning can take character’s almost unnatural ability to inspire others to place. RANK 4 The character can inspire a medium team (11-50 people). subordinates Power. knack for leadership. The DC for the following him or her check is determined by the complexity into dangerous and security of the computer. RANK 1 The character can inspire one person. Cost: 1 Point/Rank Note that characters with the Combination CHAPTER 6: ATTRIBUTES Relevant Ability: Charisma Attack Attribute are not subject to the same Progression: Descriptive. +10. if two character combine. secondary attacks should it the lowest Initiative and uses the character with the lowest attack increase the character’s Base Attack Bonus modifier to determine if it hits. individual characters can learn to combine their character’s intimate knowledge of a wide range of offensive combat Special Attack Attribute into awesome displays of power. AURA OF one with a 2d8 Special Attack and one with a 3d8 Special Attack. above +5. This may provide a character The attack takes place on the Initiative of the character with with additional. all the characters must have both the Combination Attack Attribute (including ranged weapons). they Each Rank in this Attribute raises the character’s Base each must pay 8 Energy Points. RANK 3 Scanning can happen at the range of 100 feet. this cost separately. RANK 5 The character can inspire a large team (50-200 people). the character that he or she possesses the suffers a penalty of -2 for Aura of Command Attribute. 42 . the GM and players should ensure it is used appropriately. Since this Attribute can be a very powerful tool in (such as immediate subordinates) and hope the actions of these people will a campaign. while high-tech secure Simply because a machines are DC 20 to 30. A single attack roll is made. a Combat Mastery allows a character to pick up any weapon (or use none character can combine with up to 2 other characters for each Rank. or +15 (see page 14). encourage others to follow them. page 117). RANK 1 Scanning can happen at the range of 1 foot. ATTACK COMBAT MASTERY COMBINATION ATTACK Cost: 3 Points/Rank Cost: 3 Points/Rank Relevant Ability: None Relevant Ability: None Progression: The character’s Base Attack Bonus is increased by 1 Progression: The character can combine attacks with up to 2 other Point/Rank characters/Rank Combat Mastery denotes either an innate “killer instinct” or the With training. The Attribute will usually follow most orders (even Rank determines the dangerous ones) without hesitation because maximum distance in it is part of their job. see below emergency). read. In order to do techniques covering all aspects of armed and unarmed encounters this. Attack Bonus by one. The number of characters that can character specialise with particular weapons or specific styles. most situations that they home computers are DC 10 might otherwise avoid. see below restrictions as normal characters that perform a The character possesses a natural similar action (see Combined Attacks. Instead of This Attribute allows a character to distracting them. Each character must pay Bonus. the total damage inflicted would be COMMAND 10d8 — 5d8 doubled). RANK 2 Scanning can happen at the range of 10 feet. If the attack succeeds. character is in a position of When trying to access a authority over other people computer built as an Item does not automatically imply of Power. the access. There at all) and still be dangerously proficient. and understand data from all character is able to inspire computers or “Silicon Age” technology in allies or neutrals into the Surrounding area. Note computers over a network. To read multiple engage in actions that few people would ever consider undertaking. For example. RANK 6 The character can inspire a very large team (200-1000 people). Commanders usually concentrate on key individuals the target computers. RANK 2 The character can inspire up to two people. Individual Combat Skills (page 80) let a and the Special Attack Attribute. except it only works on allies or subordinates or COMPUTER SCANNING possibly with leaderless individuals Cost: 2 Points/Rank looking for guidance (such as Relevant Ability: Intelligence ordinary people caught in an Progression: Descriptive. it inflicts double damage (for example. RANK 5 Scanning can happen at the range of 10 miles. RANK 4 Scanning can happen at the range of 1 mile. RANK 6 Scanning can happen at the range of 100 miles. but combine at once is dependant on the Rank of Combination Attack. The target has a defence penalty of -1 per character involved in the attack. In each Rank of the Item of a military structure. See page 96 of Step 10: is also an Energy Point cost associated with Combination Attack: 2 Determine Calculated Values for more information on the Base Attack Energy Points per person involved in the attack.

The method should allowing him or her to withstand more damage in combat. have great karma. provided the duplicate does not gain 43 . Note that characters with high Constitution scores may be very that. if any. For example. the last one representing servitude to his or her determining the success of the action. defensive combat techniques covering all aspects of armed and unarmed For 4 Points/Rank contamination is “easy” — the contagion might encounters (including Special Attacks and ranged weapons). existence at any time. or a successful mystical healing. RANK 1 The transformation occurs over several months. Frequently. contamination is “difficult” — the victim must Progression: The character’s Armour Class is increased by 1/Rank be willing. where a scratch or bite results defence combat Skills (page 80) let a character specialise with particular in a victim becoming a werewolf. self-aware duplicates of him or herself. single scene or long enough to complete a single task. consistent with the original character. each of which have a maximum A variation to Contamination inflicts the target with some sort of number of Character Points dictated by the Attribute Rank.” or “reborn” in the process. Usually the mutation will result in a monstrous form similar times dice can be re-rolled in a single role-playing session. Possessing this Attribute increases the Hit Points of the character. CUSTOMISED DUPLICATE The character can assign the duplicate’s Character Points as desired when this Attribute is first acquired. the conditions under which the victim can become Cost: 2 Points/Rank “contaminated” must be specified. The Rank dictates the number of new master).CONTAMINATION DAMN HEALTHY! Cost: 2 or 4 Points/Rank Cost: 2 Points/Rank Relevant Ability: None Relevant Ability: None Progression: Descriptive. GM may limit the total number of simultaneously existing duplicates. can have tremendous impact on a campaign if used too frequently. or any of the re-rolls. this victim can then contaminate even more people. which will later hatch within the victim. etc. The character might even need to perform some special ritual that alters the victim. see below Progression: The character’s Hit Points are increased by 1d8/Rank (plus This Attribute represents the character’s ability to transform other Constitution modifiers) people (or animals. Alternatively. Relevant Ability: None blood transfusion. or effects to ensure that becoming a monster is a curse and to defend him or herself proficiently at all times. weapons or specific styles. or can subtly influence his or her surroundings who has been successfully contaminated will usually gain a certain with thought alone. usually for a RANK 2 The transformation occurs over several weeks. which can beneficially influence the depends on the nature of the contamination and whether the victim has outcome of important events. RANK 6 The transformation occurs over several rounds. the character may be really been “transformed. This relationship is represented through the re- number of Attributes “paid for” with the Bonus Points acquired by rolling of undesirable dice rolls (this includes undesirable re-rolls as well). a spider alien that laid an egg GM can alter this time frame as desired. assigning new character Defects (often including Cursed. The player may choose to use the original roll.) of the victim’s former existence forces acting as his or her guardian. Marked. will arise should an enemy kill the duplicate. See page 96 be specified when the character is created. unconscious. the RANK 4 The transformation occurs over several hours. or objects) into entities like him or herself. the RANK 5 The transformation occurs over several minutes. metaphorical) in the body of his or her prey. A character with Damn Healthy! Alternatively. Any A character possessing a Divine Relationship may have powerful retention (dreams. rather than transforming him or her into a different type duplicate is not under the character’s control. but will act in a manner of creature. or restrained for deliberate contagion to occur. not a blessing. Ism. when Permanent. the victim of a vampire will grow fangs. when ingested. however. etc. etc. DEFENCE COMBAT MASTERY Whatever the case. It might be similar to myths of Step 10: Determine Calculated Values for more information on Hit behind the vampire legend — the character’s blood carries a “plague” Points. Possible cures include the Cost: 1 Point/Rank death of the creature that inflicted the contaminant. There should always be some means of curing or DIVINE RELATIONSHIP delaying the eventual mutation. The GM can add special conditions.” “devoured. memories. healthy even without this Attribute. Relevant Ability: None For 2 Points/Rank. to any Mind Control attempts performed against the subject. and Owned. The player should consider what consequences. The GM should be wary of potentially undesirable possibilities such as a werewolf character infecting the entire group of DUPLICATE characters. but Defence Combat Mastery allows character limitations. the Rank of Contamination is added as a favourable modifier A character with this ability can create one or more independent. A person lucky. GM should impose restrictions on its use as necessary. Thus. or Defence Combat Mastery denotes either an innate “danger the target must perform an unusual activity (such as eating a morsel of instinct. CHAPTER 6: ATTRIBUTES The higher the Rank of Contamination. Since this Attribute RANK 3 The transformation occurs over several days. Cost: 6 or 8 Points/Rank The Contamination Attribute usually allows the creator or mother Relevant Stat: Constitution some measure of control over the newly transformed character. the character might lay an egg or seed (real or cannot also possess the Not So Tough Defect (page 93). Duplicates only remain in existence for a limited time. Progression: The player may re-roll a number of dice rolls each game The GM will decide whether a player character who is turned into session equal to 1/Rank a monster remains in the player’s control or is reclassified as an NPC.” or the character’s intimate knowledge of a wide range of the character’s flesh). killing him or her as a new monster is born. sensitivity to specific elements. mutates the person over a matter of hours or days. Individual be similar to a traditional werewolf attack. There are two different types of Duplicate: Customised (8 Points/Rank) and Proportionate (6 Points/Rank). in its victim may produce another spider alien. radical surgery. but creating a duplicate requires one non-combat action. Multiple duplicates can be in debilitating diseases. In these Progression: The duplicate is built from 10 Character Points/Rank instances. thereby creating an entire group of werewolves. the faster the transformation occurs. though the to that of the character responsible. Examples of these afflictions include rapid ageing. The curse or disease.

This link with the would exceed the original character’s Ranks. the GM may choose to increase the If the Duplicate Rank is not sufficiently high to create a duplicate effective Rank required by one if affecting two people. In anime. enchantment. this can represent either the ability to improvise magical spells at a moment’s notice or the reality-bending capabilities of powerful entities like gods. goddesses. or another pocket dimension. Skills. Proper use of Dynamic Sorcery will not unbalance the game but can provide many opportunities for character innovation. etc. and particular spell. any Attributes or Defects the original character does not possess. Limiting the character’s knowledge to just one discipline.. necromantic spells. The one exception to In addition. Such specialisations can include protection spells. reduces the Attribute cost to only 4 Points/Rank. etc. Dynamic Sorcery is a very powerful Attribute and should be discussed with the GM at length to determine the effects and limitations in his or her game. 3-6 people. divination.). a less. weather spells. all duplicates ever made will be identical. see below This is the ability to use the mystical forces of Nature to alter reality. If the spell inflicts direct damage. conjuration. Defects proportionately with the original character. Should the spell effects target PROPORTIONATE DUPLICATE more than one person or object. the character may decide that requires an Attack dice roll to hit. wakes up. target will normally be allowed a Defence roll to avoid its effects. drawing on to the duplicate in a specific pattern during character creation. CHAPTER 6: ATTRIBUTES DYNAMIC SORCERY Cost: 8 Points/Rank Relevant Ability: Variable Progression: Descriptive. any spell that is an attack on another entity also this rule involves the Duplicate Attribute. evocation. illusion. A common variation on Dynamic Sorcery is magic whose effects are restricted to a particular reality different from the main reality of the campaign. Attributes. Such a heavy restriction may only cost 2 Points/Rank. In these cases. elemental spells. the the character’s Energy Points at a rate determined by the minimum Rank distribution cannot be changed. an appropriate saving throw (usually Will or Fortitude) should be allowed to resist or see through the effects. such as the world of dreams. by three if affecting 7-20 people. by two if affecting with the exact same number of Character Points as the original. of the Attribute needed to produce a desired effect (whether the casting was a success or a failure) — see below. A character with this Attribute has the potential to cast spells from a vast variety of magical disciplines. however. Once the Character Points are allocated of the spell. or spells restricted to one of the magical schools (abjuration. or transmutation). If the spell is something that has a more indirect effect. The GM may waive this mystical world allows reality to be altered to accommodate the existence restriction if it seems appropriate. The GM will decide the Attribute Rank needed to cast a are distributed over the duplicate’s Abilities. Such spell creation is quite exhausting. Casting a spell requires the character to draw upon the power of his Additionally. or angels. . necromancy. Attributes and Defects cannot be raised to Ranks that or her soul to reach a new Balance with Nature. the reduced Character Points 50 people. a cyberspace. however. the effects normally disappear when their 44 subject leaves that reality (jacks out. charm spells. spells involving animal spirits. the his or her twin does not have the Duplicate Attribute. and by four if affecting 21- powerful duplicate is created.

and dimensions and receives +1 to Unarmed Attack/Defence Stoneskin. the Summon Nature’s Ally III (summons one black bear or character receives +1 Unarmed Attack/Defence (Grappling) Skill wolverine or 2 . The die type that character can cast a spell from one of these other d20 System books. Examples of 7th Level spells (Grappling) Skill checks. In anime. The character rolls 3d10 to determine Energy Points reserves in times of need. and Summon Nature’s Ally VII (summons one elephant or 2 — 5 tigers). RANK 7 The character can cast spells that are exceptionally powerful RANK 4 The character can stretch his or her entire body up to 5x its (6th Level d20 System spells or the equivalent). Examples of 6th Level spells RANK 5 The character can stretch his or her entire body up to 10x its are Antilife Shell. (Grappling) Skill checks. and duration. Examples of 2nd Level spells are Darkness. Erase. Resurrection. System spells or the equivalent). out of Energy. and a character who has a liquid-like form as well). are Greater Scrying. This Attribute is particularly important for gained each Level. Remove Disease. RANK 6 The character can cast spells of great power (5th Level d20 RANK 2 The character can stretch two body parts up to 5x their regular System spells or the equivalent). Summon Nature’s Ally V (summons one rhinoceros or dimensions and receives +3 to Unarmed Attack/Defence tiger or 2 — 5 black bears). Speak with Plants. and Heal. Know Direction. Sleet Storm. at the RANK 1 The character can cast spells of no real power (0th Level d20 cost of 20 Points/Rank. Light. The Level of a spell is determined by its application. and Sunburst. Spells cost 4 Energy it will not unbalance their game. Speak with Animals. or spells of similar power. Examples of 4th Level spells are Cure RANK 1 The character can stretch one body part up to 5x its regular Critical Wounds. ELASTICITY RANK 3 The character can cast spells of minor power (2nd Level d20 Cost: 2 Points/Rank System spells or the equivalent). Examples of 8th Level spells are Relevant Ability: None Discern Location. The character rolls 1d2 to determine Energy Points spells. power. (Grappling) Skill checks. and Open/Close. (7th Level d20 System spells or the equivalent). The spell Levels 0 through 9 are equivalent to characters with the Dynamic Sorcery Attribute gain additional Energy those given in the Player’s Handbook and other d20 System products. The character rolls 1d10 to determine Energy Points gained each Level. as well as mimic crude shapes (an excellent way to represent Bestow Curse. Hold The character can stretch or contort his or her limbs and/or body to Person. Spells cost 100 Energy Points character. Spells cost 81 Energy ENERGY BONUS Points to cast. Spells cost 25 Energy Points robots with extendable arms. Levitate. Improved Invisibility. Geas/Quest. Examples of 9th Level spells are Soul Bind. bonuses for each Rank of Elasticity. a superhuman degree. gained each Level. characters with the Dynamic Sorcery or Magic Attributes (page 44 and Summon Nature’s Ally IX (summons one elder elemental or 2 51). Examples of 3rd Level spells are and cracks. Examples of 1st Level spells are Change Self. Points to cast. Progression: The characters’ Energy Points are increased by 20 Points/Rank RANK 10 The character can cast spells that are of godlike power (9th Possessing this Attribute increases the Energy Points of the Level spells or the equivalent). or 2nd Level spells in the Player’s Handbook (or other d20 System book). Time Stop. Consequently. Thus. Control Weather. Reverse Gravity. Energy Points gained each Level. Teleport. and True Resurrection. the character can cast any number of spells (as gained each Level. Examples of 5th Level spells are Raise RANK 3 The character can stretch three body parts up to 5x their regular Dead. Dynamic Sorcery Without Energy Points provided the character has sufficient Energy Points remaining. and Sleep. a similar Level. Finger of Death. Spells cost 49 regular dimensions and receives +4 to Unarmed Attack/Defence Energy Points to cast. Earthquake. The Game Master may allow players to assign an even more powerful version of the Dynamic Sorcery Attribute as well. The character rolls 1d12 to determine Energy Points (Grappling) Skill checks. and should only use it if they believe d20 System spells or the equivalent). Mending. Spells cost 16 Energy stretched finger to move specific tumbling mechanisms on a key lock). 45 . on Energy Points and their uses. The character rolls 1d20 to determine regular dimensions and receives +6 to Unarmed Attack/Defence Energy Points gained each Level. While stretched. regular dimensions and receives +5 to Unarmed Attack/Defence RANK 8 The character can cast spells that are extraordinarily powerful (Grappling) Skill checks. see below each Level. Spells cost 1 Energy Point to except the character does not burn Energy Points when casting cast. The character rolls 2d8 to determine (Grappling) Skill checks. 1st.5 badgers). The character rolls 1d8 to determine Energy high Ranks. At Points to cast. or these characters use to determine their Energy Point gain each Level can create their own spell effect with power approximating other spells at increases from 1d2 at Rank 1 to 3d10 at Rank 10. characters can squeeze under doors and through small holes Points gained each Level. This variation is similar to the original one. a character with Rank 3 Dynamic Sorcery could use Energy Points to cast any number of 0th. The character rolls 1d6 to determine Energy Points gained Progression: Descriptive. The character rolls 1d4 to determine Energy Points gained each Level. Spells cost 9 Energy Points to Relevant Ability: Constitution cast. Comprehend Languages. All characters gain 1d2 Energy Point each Level (page 96). allowing him or her to draw on a greater pool of energy to cast. Endure Elements. and Summon Swarm. The character rolls 2d12 to determine Energy Cost: 3 Points/Rank Points gained each Level. this is most appropriate for RANK 5 The character can cast spells of major power (4th Level d20 monsters (especially those with serpentine or tentacle limbs) or giant System spells or the equivalent). but also the control over fine manipulation (such as using a d20 System spells or the equivalent). A Points as they increase their Attribute Rank as well. Spells cost 64 RANK 6 The character can stretch his or her entire body up to 20x its Energy Points to cast. RANK 9 The character can cast spells that are of primal power (8th Level d20 System spells or the equivalent). GMs and players should understand that this RANK 2 The character can cast weak spells of little power (1st Level alternative is very powerful. Spells cost 36 Energy Points dimensions and receives +2 to Unarmed Attack/Defence to cast. Examples of 0th Level spells are Detect appropriate for his or her Rank) without growing tired or running Magic. but usefulness. See page 96 of Step 10: Determine Calculated Values for information — 5 elephants). to cast. and Wall of Stone. Blink. Increased Ranks not only provide greater CHAPTER 6: ATTRIBUTES RANK 4 The character can cast spells of moderate power (3rd Level flexibility.

“rain making”). A ritual action is also necessary in most cases. RANK 6 The character can affect an entire region (like a state. The target’s if affecting a regional area) and a bonus equal to the character’s Attribute Will save made at -5 penalty. the creature may choose to take other actions. the GM may require from the target. produced. This is most appropriate for characters with A character with this Attribute knows how to perform or create magical control over a particular element or facet of nature such as rituals. Abnormal weather RANK 6 The exorcist’s Wisdom check is made at +6 bonus. snow. or small country). For focused attacks. Abilities were gained after a supernatural event occurred (or during RANK 3 The character can affect a local area (like a neighbourhood or character advancement). Wisdom check with a +1 bonus per Rank of the Attribute. -4 RANK 5 The exorcist’s Wisdom check is made at +5 bonus. and (for example. or 2 Points/Rank if he or she can do both. In addition. Although prevented from create a zone of silence where no sounds exists. the area RANK 2 The exorcist’s Wisdom check is made at +2 bonus. or • TEMPERATURE even vanishing. snow in a hot summer) or violent from the target. fleeing. If the character wishes to produce heat or cold sufficient to additional Energy from the target. but Cost: 1 Point/Rank can only affect one area at any given time. +5 if the character has Rank 5). the target Points/Rank if the character can create total darkness that completely entity must fail a Will Save. see below Relevant Ability: Wisdom The character can affect environmental conditions such as light. may be vulnerable to exorcism. the Enhanced [Ability] Attribute or to the Ability directly results in the RANK 4 The character can affect a regional area (like an entire city). temperature. or the like to During the exorcism attempt. The target’s the Special Attack Attribute (page 61) instead. province. assigning Character Points to village). (lightning storm. If the attack succeeds (the exorcist makes his or her Wisdom check • SILENCE and the entity fails his or her own Will save) the entity will be affected. use RANK 4 The exorcist’s Wisdom check is made at +4 bonus. It will often take from the target. If the entity is ever Special Attack Attribute (page 61) instead. rain. winds. Success drains 20 Energy Points or keep abnormal or violent weather under control. blocking normal vision. the player should assign the leaving the demon free to attack the character). Success drains 25 Energy Points Rank (for example. or permanently “sealed” in an object or in a mystic • WEATHER RANK 1 The exorcist’s Wisdom check is made at +1 bonus. Darkness control costs 2 exorcism and cannot defend against other attacks. and spirits. with a penalty equal to the Rank of the obscures light sources. but the player wants to indicate that the elevated RANK 2 The character can affect a modest area (like a house). demons. or 1 Point/Rank if the darkness is only partial. If a character wishes to perform multiple effects often possessed by Buddhist monks. Weather control costs 2 Points/Rank if general in nature. or use of particular objects. Temperature control costs 1 reduced to 0 or fewer Energy Points as a result of the spiritual attack. If this would reduce the Rank below 1. or from the target. it Point/Rank if the character is limited to either increasing or decreasing is either banished to its own dimension (if normally extra-dimensional). Success drains 5 Energy Points conditions of various sorts such as breezes. a Wisdom check with a penalty equal to the area Rank (for example. The target’s one less for purposes of area affected or two less if both violent and Will save made at -3 penalty. high Ability Values. such as taunting or threatening the exorcist. The character can alter temperatures in the area from arctic cold to Exorcism may be repeated each round with successes draining desert heat. Normal characters and creatures CHAPTER 6: ATTRIBUTES • LIGHT are not affected by Exorcism. attacking the exorcist for one round. 46 Point/Rank if very specific (such as. with Enhanced [Constitution] at Level 4 both have a Constitution of 18. Success drains 10 Energy Points that is abnormal (rain in a desert. such as lightning bolts or tornadoes. The character can summon smoke. The target’s effects will return to normal soon after a character ceases to use this Will save made at -6 penalty. darkness. or 2 Points/Rank to 5 Points times the attacker’s Exorcism Rank. Success drains 15 Energy Points abnormal. Exorcism Attribute. the character’s Rank is treated as RANK 3 The exorcist’s Wisdom check is made at +3 bonus. For weather Will save made at -2 penalty. The target’s The character can alter the weather to create or still weather Will save made at -1 penalty. . control light and darkness) he or she should acquire the wandering mediums. To produce precise effects Will save made at -4 penalty. For weather that is reasonable for the local climate. In most instances. Exactly what entities qualify will depend on the Attribute multiple times. Success drains 30 Energy Points Attribute. such as holy water or spirit wards. Progression: One of the character’s Ability Scores is increased by 2/Rank This Attribute is useful when a character should have one or more RANK 1 The character can affect a small area (like a room). several rounds for weather to build up or disperse. ENVIRONMENTAL CONTROL Cost: 1-2 Points/Rank EXORCISM Relevant Ability: Wisdom Cost: 1 Point/Rank Progression: Descriptive. in some settings. or 1 from the target. and failures having no effect (and start fires or instantly freeze someone solid. see below heat. the entity loses Energy Points equal to hearing sounds coming from within or vice versa. In addition. such as zombies or ghosts. Maintaining Environmental Control requires a slight amount of ENHANCED [ABILITY] concentration: the character can perform other actions while doing so. but it could also represent various demons (or possibly other supernatural entities). undead. blizzard. nature of the game world. the effect cannot be from the target. or weather. storms. charms. the character is completely focused on the enshroud an area. or banishing sorcerers. The character can illuminate an area with light as bright as a sunny Each attempt at exorcism counts as an attack and requires a day on Earth. hurricane). The size of the environment the Relevant Stat: None character can control is determined by the character’s Rank. fog. Shinto priests or priestesses. this ability is technological devices. binding. Light control costs 1 Point/Rank. turned to dust. Progression: Descriptive. The target’s affected depends on the character’s Level as shown below. In anime. same benefit: a character with a Constitution of 18 or a Constitution of 10 RANK 5 The character can affect a large area (like an entire county). such as a chant or mystical • DARKNESS gestures. It costs It cannot attack the exorcist (and any companions sheltered behind him 1 Point/Rank to create a barrier that prevents anyone outside from or her) for one round. darkness. or spells capable of driving out. The character can block out sounds within the area of effect. fog.

or more additional offensive actions at the character’s maximum Base Flight costs 2 Point/Rank if the flyer is either a Skimmer/Hovercraft Attack Bonus. and 6. riding thermals. If the enemy • GLIDER rolls an Initiative of 20 and has 5 attacks (Extra Attacks Rank 4). gyrocompass.) Also. Each round. The GM must decide when the The character is limited to skimming no more than a yard or two character can use his or her extra attacks. page 119 ). or demons also make their hair “come alive” to work as an Extra Arm. the advantage that it spreads actions over the entire combat round. Relevant Ability: None RANK 4 The character can fly at speeds up to 500 mph. The method used to achieve flight can vary greatly: RANK 2 The character possesses 2-3 extra arms. Progression: Descriptive. FEATURES Cost: EXTRA ARMS 1 Point/Rank Relevant Ability: None Cost: 1 Point/Rank Progression: The character has 1 feature/Rank Relevant Ability: None The character possesses one or more secondary abilities that grant Progression: Descriptive. 12. a -2 penalty is Spiritual entities from other d20 System games that do not have applied to the fifth defence for a character with Rank 3 Extra Defences. penalties for 47 . or 4 Points/Rank tractor beam is a specialised “arm” best simulated by the Telekinesis Relevant Ability: Dexterity Attribute (page 69 ). Energy Points outlined in their description have. and must maintain a minimum speed (at least 1/10 situation to his or her benefit. fangs. This is the Cost: 8 Points/Rank most common type of flight possessed by characters. the character needs a smooth surface for This Attribute reflects the character’s ability to use every combat landing and take off. Examples of technological features suitable for building into cyborgs. RANK 3 The character possesses 4-8 extra arms. provided that the attacks are all similar in nature (for or a Glider. 16. or even travelling along magical lines. only apply after the extra defences are used. he or The flyer can only become airborne if he or she launches from a she can attack on Initiative numbers 20. RANK 5 The character possesses 16-25 extra arms. all hand-to-hand. In anime. Depending on the speed at which the character is moving. Legs with paws or feet are not usually considered to be and enhanced senses. psionic levitation. For example. Additionally. example. armed or unarmed hand-to-hand • SKIMMER / HOVERCRAFT attacks must target the same person. 3. secondary eyelids. Some long-haired sorcerers moulting ability. but instead flies Progression: The character gains 1 extra attack each round/Rank like a normal airplane. the character may make one of its maximum speed) once airborne to avoid crashing. or gain altitude by it involves the player paying closer attention to the Initiative numbers. or tool Attributes cover other more useful features such as gills. etc. “arms” unless the character has good manipulation ability when using them (such as the way chimpanz ees can use their feet to grasp objects).000 mph. Relevant Ability: None Flight costs 3 Points/Rank if the flyer cannot hover. 8. a pouch. robots. A trunk. longevity. he or she can only gain speed by diving. see below CHAPTER 6: ATTRIB U TES Possessing only one arm or no arms is reflected by the Physical A character with Flight can fly through an atmosphere or in space Impairment Defect (page 9 3). wings. anti-gravity. Thus. This option has high place (like a tree or rooftop) or from a fast-moving vehicle. a limb that simply ends in a gun-barrel. combat situation to his or her benefit. Extra arms are useful for holding onto several things at once.000 mph. propellers. Alternatively. rockets. (in space. the attacks may be carried out at the same time during the character’s single Initiative. He or she may be riding on a cushion of air. Moving Targets. see Extra Attacks Attribute below). A fast-moving character may have an attack penalty as well. rotors. he or she would attack on Initiative numbers 18. A Cost: 2. self-cleaning mechanism. and 4. For magnetic lines of force. By assigning this Attribute. paranormal powers. scent glands. all characters possess two arms (or typically possessed by non-humans and reflect various. opponents may suffer a penalty to hit the character (see Attacking RANK 6 The character possesses 26-50 extra arms. etc. but do not FLIGHT give extra attacks (for that ability. location (an Item or Place of Power may be ideal) until a specific action is performing more than one defensive action each round (see page 120) taken that breaks the seal (GM’s option). manipulate objects with some finesse. Flight costs 4 Points/Rank if the character can hover and fly at EXTRA ATTACKS variable speeds. Each round. the actions roughly evenly over the character’s Initiative range. example. or prehensile tail modem. RANK 2 The character can fly at speeds up to 50 mph (approximately 90 EXTRA DEFENCES feet/round). hot air. This Attribute reflects the character’s ability to use every defensive RANK 6 The character can fly at speeds up to 5. melee weapon. radio. 4 Energy Points times their Effective Character Level (ECL). or stop in mid-air. This is a common ability for non-humans. and people with RANK 1 The character possesses 1 extra arm. all ranged. RANK 1 The character can fly at speeds up to 10 mph (approximately 18 feet/round). A wide range of other is an arm. can acq uire more. or some other techniq ue. with prehensile tails often have Extra Arms. The suggested method spreads off the ground or water. RANK 4 The character possesses 9-15 extra arms. see below useful but mundane. but Additionally. An “arm” is defined loosely as an appendage that can reach out and robots. wings. Progression: The character gains 1 extra defence each round/Rank RANK 5 The character can fly at speeds up to 1. 12. take off and land vertically. etc. Features are Unless indicated otherwise. the character or technological advantages. or androids include diagnostic eq uipment. unless two or more opponents are very close together. minor biological similar appendages) and hands. tentacle. on average. he or she would still need protection from the environment). non-combat related advantages. if a character had three attacks and rolled an Initiative of 18. mount is not. Cost: 3 Points/Rank RANK 3 The character can fly at speeds up to 100 mph. tentacled monsters and non-humans Examples of racial features include homing instinct. magic. the character may make one or more additional defensive actions. mecha.

While this is a Attribute (page 60). or can simply make the character’s sort of weakness. one that is unstable in certain types of environments (such as wall is assumed to be about 100 square feet (such as a 10’x10’ wall). a Force Field that prevents the character from making any attacks during the Force Field of a six-foot human would be about eight feet across). but only half-strength protection from above.. This means that when the Force penetrating damage applied against Armour (if any). sufficiently powerful attack. FORCE FIELD DISABILITIES Force Field status must be determined at the start of the character’s • BOTH DIRECTIONS actions for the round and cannot be changed until his or her turn to act The Force Field blocks attacks moving in any direction.” When down. or a character who round it is turned off and not in operation (“down”). A Flunky • BLOCKS TELEPORT should be built on 20 Character Points (plus any Defects) and (2 + Int A character cannot teleport into or out of the Field. with any additional attacking when the Force Field is up. the damage delivered by an Progression: The Force Field reduces damage by 10 Points/Rank Offensive Force Field decreases as the Field becomes damaged and is A Force Field is an energy field around the character that protects knocked down in Ranks of effectiveness. than the foe’s.. the Force Field will affect successfully penetrates a Force Field. inflicting 1d6 damage for every 10 damage the Force Relevant Ability: Wisdom Field currently blocks. • REGENERATING telekinetic shields. since they have their own agenda and expect eventually deplete all breathable oxygen. a character in the Field will are not Flunkies. compensation. An example of a minor character. unless the This can be used to represent a Field that protects a vital part of a mecha’s Regenerating Ability is assigned. source inside his or her headquarters. or toadies. If an attack does more damage than the Force This Disability cannot be used with the Shield Only Disability. is in direct contact with an enemy Force Field. against incoming attacks. but will not attack. This is mostly Modifier) x4 Skills.. A Force Field recovers one Rank every interior such as the power plant or dungeon cells. • BLOCKS INCORPOREAL Individual Flunkies are NPCs. The cost is 4 Points/Rank if it is an area Force Field that is • LIMITED extendable to protect others nearby. the Flunkies will take up arms at the request of their master. CHAPTER 6: ATTRIBUTES RANK 1 The character controls 1 flunky. A Force Field can be reduced or even knocked down by a inflicted and going down in Ranks if its protection value is exceeded). or one that only works against a 48 . my faithful friend. the character can actually move through the Field. or technological “screens” that protect mecha. A operation. 3. while sub-zero temperatures or near water).”). If the character uses one non-combat action to regenerate the Force A typical anime Force Field is different from Armour. see below Force Field with him or her while flying. thereby virtually preventing the user from Attack damage is first applied to the Force Field. Each Disability can keep the character safe from danger (“Quickly! Interpose yourself taken increases the protection of the Field by 10 Points but adds some between me and that rabid wolf. or one that requires one An extendable Force Field can be assumed to cover a diameter out minute to reach full strength. An example of a major limitation would be to about 25% more than the character’s longest dimension (for example. Fix it!”) Flunkies aim to please. since it can Field. life easier (“My shoe is untied. Force Fields can represent magical barriers. • FIELD-PENETRATING RANK 2 The character controls 2 flunkies. Mercenaries who the character hires for specific tasks beneficial defence against toxic gas attacks. All Skills are cross-class for a Flunky. (page 41) for additional information. A character characters through it. or 2 Points/Rank if it is a two-dimensional wall (up to 100 limitation would be a Force Field that is effective against ranged attacks square feet) or shield that acts as a barrier. the Flunkies are not warriors. The Force Field can be used to interpenetrate other Force Fields RANK 3 The character controls 3 or 4 flunkies. In the case of an extended Field or wall.. they may get in the way of an enemy. Consequently. the enemy’s Field is neutralised and offers no protection RANK 6 The character controls 13 to 20 flunkies. one that offers full-strength frontal and rear protection a distance of up to 15 feet away from the character. For 2 FORCE FIELD ABILITIES Points/Rank. The character can The field is only usable inside a specific mecha or other structure. 3 Points/Rank if it only protects the The field has a major or minor limitation. It also stops characters currently using Rank 6 may have Flunkies with varied Abilities or Attributes.. A Force Field can be Attacks Attribute (page 47) can regenerate multiples Ranks each round. A Force Field that is draws his or her personal Force Field’s energy from some sort of power knocked down to zero Ranks automatically shuts off to regenerate. It cannot be used with the Shield Only Disability. both in the next round. although Skills may vary. the Relevant Ability: Charisma GM may allow the character to carry other people who are inside the Progression: Descriptive. useful only for extendable Force Fields or those that protect mecha. If the character’s Field RANK 4 The character controls 5 to 7 flunkies. but each one with Insubstantial (page 50). it does not stop any damage. Thus. If a Cost: 1 or 2 Points/Rank character with an extended Force Field also has Flight or Hyperflight. They are also known as groupies. stooges. only regain Ranks if the field is down and regenerating.. and can stop more damage RANK 5 The character controls 8 to 12 flunkies. For 1 Point/Rank. • AIR-TIGHT For specific talented and loyal battle-ready followers. A wall can be projected out to but not melee. Each Ability taken reduces the protection provided by the more free time (“Got some more homework for you. Flunkies hang around the character doing whatever he or she wants A Force Field can be given additional customised Abilities or and never ask for anything in return. a different set of Abilities or Attributes counts as two Flunkies. but is still up. Field by 10 Points. an up Force Field is invisible. see the Servant The Field prevents the passage of gas molecules. All Fields will block anyone who FLUNKIES is not Insubstantial at Rank 6 (page 50) from moving through it. even at their See the sidebar “Armour and Force Fields in Other d20 Games” own expense. Field prevents (even if the rest of the damage is absorbed by Armour). against the character’s attack. inwards and outwards. it regains one lost Rank of effectiveness. • OFFENSIVE FORCE FIELD The Field delivers a powerful electric or energy shock to anyone Cost: 2. the • INTERNAL Force Field temporarily loses one Rank of effectiveness. an ordinary Force Field is form-fitting. the Armour Attribute can still protect their attack as it would an outside attacker’s (reducing the damage against it. or 4 Points/Rank who touches it. “up” or “down. Unless the Detectable Defect (page 90) is assigned. while making attacks (or moving through them). They can provide a character with Disabilities. if a weapon hit Field is active and the user makes an attack. but gives it some special capability. or fight in self-defence. A character with the Extra be battered down by a sufficiently powerful attack. A character’s Flunkies normally have The Field prevents the passage of astral or extra dimensional identical Abilities and Attributes.”).

Acquiring several Ranks of the Highly “clinically” dead (serious injury. starts. checks jump point formation. A minor limitation counts as one Disability. It can represent must also possess the Block Ranged Attacks Feat to us the Field in a either the preternatural sharpening of a specific sense honed by special Block Defence against ranged attacks. The bonuses of Heightened Awareness are cumulative with those of Heightened Senses (next column). He Flight Attribute (page 47) is required to escape from the atmosphere and or she is usually very alert and receives a bonus on Ability and Skill gravity of a planet similar to Earth. and sorcerers. A character with Hyperflight can fly in the vacuum of space (but Cost: 1 Point/Rank not in an atmosphere) between planets. such as putting a character together who was A character with this Attribute is more experienced or better literally cut in half. No healer can repair someone who was blown to bits. the Force Shield provides protection as normal. but must stay in one place (or continue a combination of Type I and Type II senses. see the Regeneration beyond human capabilities. to The Force Field drains Energy Points from the character. since they ordinarily burn Energy Points. rather than instantly. objects. The Progression: The character gains a +2 bonus/Rank to specific Ability/Skill player can determine whether this Attribute represents warp technology. such as concealed only achieve Hyperflight speeds by taking off when already in space. Most The maximum number of Hit Points that a Healer can restore to a techniques only work at short range. The character may take the same sense twice. • STATIC For each Rank of the Heightened Senses Attribute. often requiring line of sight. He or she either gain one enhanced sense (Type I). however. The same number of TYPE I Energy Points are consumed each minute the Field is up. of sensors built into spaceships and other commercial or military vehicles. the character will The character cannot move when generating the Field. Attribute. Without Flight. such as a severed hand. Skilled Attribute is the ideal method for creating a versatile character. the Field burns a number of the character’s Energy Points equal to half the total Point cost of the Attribute. Upon listen to a specific conversation thought the background noise of the city). see below This Attribute is intended for use in star-spanning campaigns. Points restored cannot exceed the maximum Hit Points that the character with the highest Rank could restore. etc. It counts as two Disabilities. cannot be used with the Block Teleport Ability or Both Directions Additionally. Cost: 1 Point/Rank A character with Healing Rank 4+ can cause a subject to regenerate Relevant Ability: V ariable lost body parts or organs. the combined Hit of enhancement for all of a character’s senses. smell. for continuous healing. psychic healers. with high-tech medical bays with similar abilities. Relevant Ability: Wisdom and galaxies. or available for Force Fields acquired with the Magic Attribute (page 51) touch — is enhanced. infravision. A provides 4 additional Skill Points per Rank (for example. or anything else related to sensory awareness. trained than an ordinary person. a major limitation as two Disabilities. one sense technique (Type II). continue to fall if falling. Instead. taste. ultravision. One with Rank 5+ can Progression: The character gains an additional 4 Skill Points/Rank restore massive damage. which doubles the effect and extends the area of detection. it is a shield (maximum Progression: The character gains one heightened sense or technique/Rank of about 1 yard in diameter) that the user must deliberately interpose A character with Heightened Senses has one or more senses that between an attack using a Block Defence (see page 120). radar sense. This cannot be The Heightened Awareness Attribute (above) allows a lower Rank exceeded. X -ray vision. The The character possesses a high degree of situational awareness. Examples of techniques include: darkvision. A healer can revive a mortally wounded character. sonar detection. The character have been sharpened to a superhuman level of acuity. or dead for more than a few minutes. or the breaking of known physical laws. If the character successfully training (such as a blind person’s trained sense of touch) or the enhanced defends. individuals. and as a result has more Skill Points (see disintegrated. even if multiple healers work on a subject. Extending this Attribute beyond Rank 6 A subject must normally be alive to benefit from Healing. particular person in any single day equals 10 per Rank. Hit HIGHLY SKILLED Points are restored over a 10-minute period. page 60). the character can checks relevant to noticing otherwise hidden things. and can operate over an area of several city blocks. A character using a Heightened Sense has a +4 bonus (+8 if the sense was heightened twice) on Ability and HEALING relevant Skill checks that relate to using that sense to perceive things that CHAPTER 6: ATTRIBUTES Cost: 4 Points/Rank someone with human-level senses might conceivably notice. or may still attack or otherwise act. This grace period can be extended indefinitely if the Relevant Ability: Constitution subject’s remains have been somehow placed in suspended animation. heart stopped) but not actually brain dead. several Ranks of Heightened Senses reflect the capabilities Disability. while mecha may be equipped microscopic vision. A character is considered “dead” if his or her Hit Points are reduced to a bigger negative number than the characters maximum Hit Points. characters with healing power include holy electric current detection.) successful Wisdom or relevant Skill check against an appropriate DC to • USES ENERGY detect and pinpoint a specific target within a large area (for example. The subject must have at least a full day’s rest before he or she can benefit from any additional healing. This is not One of the character’s five senses — hearing. magnetic field detection. 49 . vibration detection. however. ultrasonic hearing. radio reception. asteroids. vision. Relevant Ability: Wisdom Progression: The character can restore up to 10 Hit Points/Rank to a target TYPE II This Attribute allows a character to heal a target’s injuries The character has one Heightened Sense technique. Progression: Descriptive. Rank 11 would character with Healing Rank 3+ may. HEIGHTENED SENSES • SHIELD ONLY Cost: 1 Point/Rank This type of Field is one of the 2 Points/Rank versions. solar systems. involving travel between solar systems or galaxies (or even planets at low HEIGHTENED AWARENESS Ranks). at speeds equal to or exceeding the speed of light. which extends (including him or herself. activation. however. page 74) than an average adult. ambushes. In anime. if he or she can bring HYPERFLIGHT the subject’s Hit Points back up from beneath the negative threshold to a Cost: 1 Points/Rank positive value quickly. The character must make a to drift if floating through space. The Field Relevant Ability: Wisdom does not entirely surround the character. very specific type of weapon (such as lasers). revive someone who is provide a total of 44 Skill Points). This Disability senses of a paranormal or technologically augmented character.

arrows. are This Attribute will completely hide the character from one or more not Items of Power. RANK 1 The Immunity plays a small role in the game. may also create specific abilities weapons) as though insubstantial. Item of represent partially invisibility. The player. If a specific substance is not listed in for Items of Power using the Unique Attribute (page 72). by firing a gun. hearing. RANK 6 The Immunity plays a primal role in the game. see the Special Requirement Defect (page 95). mental. taste. or it is often distant from the character. Typical examples Relevant Ability: Usually none. minor. Item of Power Attribute. Detection techniques include: astral. consequently. the total Point cost (not cost per Rank) for the Item is RANK 5 The character can pass through lead and gold . Red Tape. radar. Typical Fight or Blind-Shoot Feats (page 83). The total Point cost is increased by 2 if the Item can only be used by the INVISIBILITY character (Personal Use). While the character may not be detected using specific methods. steal/knock away. Examples RANK 2 The character can pass through wood and water. To as a focus when using one or more of his or her innate Attributes. Assigning Defects to the item earns Bonus Points. Players selecting this Attribute must have a discussion with Each Rank of this Attribute reduces a character’s density so much the GM to determine what abilities the Item of Power possesses and how that he or she can pass through certain types of objects (including it works. spiritual. For each Invisibility Rank. The item costs 3 Points/Rank if it is easier for the character to misplace or for an enemy to RANK 1 The character can pass through paper and cloth. In these cases. Heightened Awareness (page 49) (such as in water. RANK 4 The character can pass through iron and steel. as can the Blind- RANK 2 The Immunity plays a moderate role in the game. only members of a specific religion. energy. For example. see the Sensory Block Attribute (page 60). and RANK 3 The character can pass through concrete and earth. or a sword that can teleport people). a punch from an enemy The item costs 4 Points/Rank if it is difficult for the character to would harmlessly pass through a character with Rank 3 Insubstantial. Special weapons examples include: gunfire (including forms of artillery). falls as a car that can fly. Significant Other. This penalty is halved if using an examples include: weapons made from an uncommon Area or Spreading Special Attack (page 61) on the invisible character. unarmed attacks. This Attribute describes any exotic. bladed that others can use are often designed with Item of Power. or have a psychic directly. equipment the character carries with them always. Cost: 3-4 Points/Rank RANK 3 The Immunity plays a large role in the game. a to silver cannot be hurt by silver weapons and will not feel pain if clubbed character who is invisible to sight will still leave footprints in muddy with a sack of silver dollars. such as objects that are Progression: The character is invisible to one sense or technique/Rank implanted in or fused to the character’s body (often true for cyborgs). demons. application. touch. see below and Wanted. a character with Rank 4 Immunity ground. including most forms of energy. Similarly. The character may possess a supernatural character and thus the player should use Points to acquire the Attributes concealment ability or a technological cloaking device. which INSUBSTANTIAL are used to acquire additional Attributes for the item. this restriction cannot be reconfigured by Cost: 3 Points/Rank someone with the Mechanical Genius Attribute. Relevant Ability: None Items that cannot be lost or stolen. the character is completely immune to damage — often sight and hearing — cost 2 Attribute slots rather than only 1. substance (such as wood. Items of Power above Rank 6 are not unreasonable. Ism. and Heightened Senses (page 49) can reduce this penalty. the player selects one sense or technique IMMUNITY to which the character is “invisible. Relevant Ability: Constitution ethereal. Power does not apply. An include: fire/heat. single animal type. example. or shouting) he or she silver. emerge unscathed. the GM should use the entry that it most closely Power may be combined with a mundane. Typical examples enhances a character in some way (perhaps by conferring Attributes). or oneself). a character who is invisible to sight has a great advantage. or major Gadget (such resembles. increased by 1 if it can only be used by a small subset of individuals RANK 6 The character can pass through energy. In normal combat situations involving human or nearly human opponents. portable item that directly RANK 4 The Immunity plays a major role in the game. Typical examples Each item is built using up to 5 Character Points per Rank of the include: weapons. attacks from a broad opponent group (such as blood relatives. element. For example: only characters with a Strength above 18. Marked. blunt trauma. or only goddesses. infrared. include thrown weapons. and adverse effects that stem from a particular weapon. radiation. with Points weapons. a vase that is knocked from a table by a character who to fire/heat could walk into the most intensive firestorm possible and is invisible to sound will still make noise as it smashes on the floor. attacking with a sword. under broad conditions (such as during the night. or animals). sonar. but there is a -4 penalty for anyone within melee range brother. The density of the human body. or adamantine). a broad weapon type (such as swords or Item of Power represents advanced technology or a relic with paranormal clubs). Skeleton in the Closet. approximately at Rank 2 (water).” Senses include the human range for Cost: 10 Points/Rank sight. for example. see below vibration. on weekends. For example. Progression: Descriptive. An Item of Rank progression below. armour that is stored when not in use. a character with Rank 1 Immunity indirect evidence can still reveal the character’s presence. bronze. Similarly. a specific weapon type (such as Progression: The item is built using 5 Character Points/Rank CHAPTER 6: ATTRIBUTES daggers. but sometimes Wisdom include: electricity. under specific conditions and -8 for anyone at a greater distance. Progression: Descriptive. which can be used to assign other Attributes. allocated to the Special Attack Attribute (page 61). Examples include jewellery. vehicles or equipment that stay at the character’s home until needed. powers. or iron). to act or magical talent that causes observers to overlook him or her. one hour during the day. mental attacks. For some character concepts. or group of objects. 50 . only magicians. Defects that cannot Cost: 5 Points/Rank usually be assigned include: Conditional Ownership. or it is almost always with Characters with Rank 6 Insubstantial are effectively incorporeal and can the character. The GM may decide that the most common forms of Invisibility With this Attribute. More ordinary but useful items (such as a sword or a medical kit) RANK 5 The Immunity plays an extreme role in the game. Additionally. Typical examples Once the invisible character gives away his or her general position (for include: weapons made from a rare substance (such as gold. attacks from a specific opponent (such as a can be attacked. or at home). or pass through virtually anything. the items are considered part of the senses or detection methods. Owned. with GM approval. frequently worn clothing. If a character requires a specific object. ITEM OF POWER or in holy places). Typical are covered by the Personal Gear Attribute (page 57). cold. or smell. Relevant Ability: None Nemesis. ultraviolet. misplace or for an enemy to steal/knock away. (Restricted Use). or rapiers). or event.

Teleportation or Special Attack. water. A character can psychic effects such as Telepathy. Organisational Ties. except each time the character uses it he or she must perform an invocation and expend Energy Points. see Magic Options. Additionally. or even love. or Precognition. Magic does not using their Magic Points with these exceptions: Dynamic Sorcery. etc. spirits (shamanism) or the dead Each invocation normally (necromancy). bouncy non-human races like cat-people. such as Exorcism. drains Energy Points from the • Black magic. involving character equal to one half (round destructive forces or evil or up) the Magic Points that were negative energies. If BESM d20 is being used with another d20 game. Progression: The character adds 20 to his or her Jump Skill each Rank The GM may rule that only certain types of magic exist within his With this Attribute. each Magical Power should be given its own descriptive name CHAPTER 6: ATTRIBUTES or special effects. where the which only drains 2 Energy Points. the character can • Spells or powers that involve make his or her attack as part of the contacting or controlling natural invocation.” etc. (For ways to get over traditional elements like around this. It is perfectly reasonable for a character to take the Magic Attribute multiple times to represent a character who has two or more different types of magic. A Magical Power is used just like an ordinary Attribute. be talents with which the Continuing the example. or less below). This ability is very appropriate for should conform to them. This can represent casting a Magic Usage spell. • Divine powers granted by a deity to a priest. The GM should System games. Cost: 1 Point/Rank • Legendary powers innate to a magical entity such as a fox spirit’s ability Relevant Ability: Strength to change shape or possess people or the myriad powers of a vampire. the moon. the character was born. • K i-based magic. seemingly defy physical laws. unaided or her campaign setting and that all characters with a Magic Attribute vertical jumps but cannot actually fly. MAGIC A character with the Magic Attribute receives 10 Magic Points per Cost: 4 Points/Rank Rank of this Attribute. Points. flowers. show. Themes that are common action. acquiring whimsical theme such as a set of the Elasticity Attribute at Rank 5 abilities whose “special effects” as a Magical Power. Attributes acquired using Magic Points Progression: The character receives 10 Magic Points/Rank to acquire are designated “Magical Powers” and represent the extent of the magical powers character’s magic. since either can be inappropriate or unbalancing. exercise caution in allowing characters to acquire Highly Skilled or GMs may consider restricting access to the Magic Attribute. If the power is an offensive traditional “elements” like one (such as Mind Control or darkness. Energy complement the traditional spell casting rules in most other d20 Bonus. and perhaps Own a Big Mecha. For example. Special Attack). in a game aimed at simulating a anime martial artists. the character must be able in anime include: to speak and have his or her hands • Elemental magic such as mastery free to perform it. Invoking the Elasticity cats (“nekomancy”). In addition. or pretty Magical Power at Rank 5 drains 5 much anything else. used at a maximum of Rank 5). or fire. The An invocation normally player should define the character’s involves a short verbal incantation magical ability and establish a or magic phrase combined with consistent theme for his or her gestures. Magic/Psionics. exotic attacks and abilities. This Attribute is rarely used in campaigns that also use the Characters can acquire almost any Attributes as Magical Powers Dynamic Sorcery Attribute (page 44). the 51 . priestess or other holy JUMPING individual. may be expected to emulate the way the magical powers work in the See Jumping (page 119) in Chapter 12: Combat for additional rules. and agile particular “magical girl” show. character focuses his or her inner If the Magical Power is an spirit through martial arts Attribute with instantaneous training to produce various effects. Thus. concentrating on his or her inner ki. focusing a psychic power. the character can make very high. however. which should take one powers. any character with the Magic Attribute or jump-jet equipped robots or powered suits. spent to acquire that Rank of the • Magical powers with an exotic or Attribute. choose to use a Magical Power as if Telekinesis. Energy Points from the character • Psionic abilities that produce (10 ÷ 2 = 5). costs 10 Magic all relate to tarot cards. while a Magical Power may be acquired as A character with the Magic “Special Attack Rank 2.” on a Attribute has the ability to character sheet it should be written manipulate arcane energies to down as “Lightning Bolt: Weapon produce a specific set of effects that Attack Rank 2. For example. although character can use Elasticity at Rank they may have required special 2 instead (even though it can be training to awaken. Magic Points may be used like Character Points Relevant Ability: Intelligence to acquire individual Attributes. wind. psi it were acquired at a lower Rank to powers are normally assumed to conserve Energy Points.

a character could turn or ability with a specific Special Attack. or vehicle weapons. the method of attack. If the character is interrupted exchanging Attributes and Defects. The Energy Points required to maintain the Magical Power are exchanging Attributes and Defects. or adding/removing of damage. Again. the character’s attack must be successful to inflict any Alternate Form Attribute (page 39). during the Ritual or does anything other than concentrate on it. RANK 2 The character can build/repair machines at 5 times normal producing an undesirable or disastrous effect rather than simply fail. Special Attack (see page 61). GMs may waive this weapons. but if the Power is not maintained it will cease to function Cost: 2 Points/Rank and need to be invoked all over again in order to reactivate it. the ability to sense a weakness is far more important. For more the character can maintain it for a greater duration by spending information on physical combat and damage. speed. If a Ritual is interrupted at the last minute (when speed. Unlike someone who is merely well one or more of the following Magic Options when the character’s powers trained in a particular technical skill. A character with this Attribute can also build new and modify magic wand. All effects are cumulative. modifying. see below MAGIC OPTIONS The character has an innate knack for creating. the Energy Points required to invoke the power and Genius. as well as Special Attacks such as energy blasts. it might represent a special talent with a weapon (such as guns. a Mechanical Genius is a natural are being designed. or other device. additional Energy Points equal to the Magic Point cost every minute. and ranged quick way to instantly kill an opponent. The maximum duration of this change For 2 Points/Rank. the Ritual fails and the character must begin again if he or she wishes to RANK 1 The character can build/repair machines at 2 times normal invoke the power. additional damage is only inflicted when the is dictated by the Attribute Rank. Sorcerers. Physical strength is not the key to delivering massive damage in 52 . 30 seconds and figure out a way to repair the machine in an hour or so. usually through powerful magic. see below Physical transformations are a major part of Japanese folklore. Progression: Descriptive. In order to transform him or herself. speed. This may be a talisman. martial arts. GM may allow the magic-using character a Concentration Skill Check to RANK 3 The character can build/repair machines at 10 times normal avoid this. A Mechanical Genius can also build Gear and Items of • RITUAL Power. The Game Master can adjust this time up or down as necessary for his or her campaign. The speed. see page 121. Note that a character may assign different Magic and is able to flip through a tech manual for an advanced technology in Options to each of his or her Magical Powers. In game terms. however. Maintaining a Magical Power requires no special MECHANICAL GENIUS concentration. very useful Attribute for a combat-oriented character. this knowledge can be applied to all forms of was currently in water. the GM may describe this Attribute as “Magical CHAPTER 6: ATTRIBUTES option). transform others. powers. the Magical Power is and will usually be somehow related to what the RANK 4 The character can build/repair machines at 20 times normal character was trying to achieve. • FOCUS Such characters often have high Ranks in Electronics and Mechanical In order to invoke a Magical Power that was given the Focus Skills as well. witches. • SILENT RANK 5 The character can build/repair machines at 50 times normal A Magical Power that has this option does not require magic words. unarmed. Cost: 2 or 5 Points/Rank such as the robot who can shed its human guise and sprout weapons pods Relevant Ability: None and rocket engines. Again. this option is very common for Relevant Ability: None innate or psychic powers. If it has continuing effects (as in capacity of Massive Damage to augment any kind of attack makes it a the case for most other Attributes). A character with the Massive Damage Attribute knows precisely The Metamorphosis Attribute allows a character to transform a how and where to hit any opponent in order to inflict incredible amounts target into alternate forms by adding Attributes to. provided he or she has as the traditional eye of newt and wing of bat.” that allows a character to modify magical Items of Power by maintain it are halved (round down). Relevant Ability: Intelligence Progression: Descriptive. The magnitude of the disaster will depend on how powerful speed. option. but the attempt would only work if the target For 5 Points/Rank. • STILL A Magical Power that has this option does not require any gestures METAMORPHOSIS or motions. the character needs the Naturally. ceremony taking several minutes to several hours to perform (GM’s Alternatively. Metamorphosis automatically fails if the subject’s new form could not blades. the target character. For Metamorphosis attempt does not work. knowledge of a particular martial arts technique. the character requires a special tool. A Silent Power costs twice as many Energy Points to invoke (but regular RANK 6 The character can build/repair machines at 100 times normal cost to maintain). If the target character successfully character uses one specific weapon type. unchanged. and A specific Magical Power may be further customised by assigning it working with complex machines. campaign). these effects will last for one minute. A Still Power costs twice as many Energy Points to invoke Cost: 5 Points/Rank (but regular cost to maintain). or makes a Fortitude save (DC 14 + Rank of Metamorphosis). blunt weapons). this means he or she can requires a Focus costs half as many Energy Points to invoke (round modify existing Personal Gear or technology-based Items of Power by down). magical spells restriction where appropriate (such as for a villain in a supernatural horror that inflict damage. Defects from. A Magical Power that appropriate parts and facilities. nearly complete) the GM may optionally have it go out of control. The time he or she wishes to make use of it. survive in the present environment. Consequently. as long as the overall Point total is unaffected. This option is very common for innate or psychic speed. character must invoke the power anew (and spend Energy Points) each an attack. damage. Technological transformations are also possible. or demons may also know how to Progression: Damage the character delivers is increased by 2 Points. this attack is defined during character creation. and a common ability for supernatural anime creatures or individuals MASSIVE DAMAGE labouring under a curse. an enemy into a goldfish. or a set of exotic “spell components” such existing gadgets at an astonishing rate. This prevents this ability from being used as a physical combat including armed. The GM may rule that example. but their creation requires the character to allocate the Invoking a Magical Power that has this option requires a special appropriate number of Character Points.

When controlling a large number of people. roll only once) against DC 10 plus the Intelligence Points. Rank 6 The character can mimic up to Rank 6 Attributes or Rank 12 Alternatively. The Metamorphosis lasts for 5 minutes. 50% apparent age increase or Cost: 3-6 Points/Rank decrease. have Mind Control. or her attempt to Mind Control a target. Natural Weapons. but do not fall under the Marked Defect. Rank 2 The character can mimic up to Rank 2 Attributes or Rank 4 Skills. The Metamorphosis lasts for 1 minute. current Attribute Rank. Features. The Metamorphosis lasts for 2 minutes. Progression: Descriptive. At Ranks 1. Rank 1 The character can mimic up to Rank 1 Attributes or Rank 2 CHAPTER 6: ATTRIBUTES Skills. modifier of the target (use the highest modifier if targeting multiple RANK 4 The character may change up to 4 Character Points or 12 people). For each Rank of Metamorphosis. it costs 3 Points/Rank if the category is very specific 61) with the Incapacitating Ability (page 64). Cosmetic changes that confer no additional abilities on the target. In order to do that. each requiring a separate Skill check). Sorcerers. see below Unless the GM indicates otherwise. Physical Impairment. Insubstantial. Not So Tough. (with GM guidance) continues to play the character. the character receives a +1 bonus to his Defect Points. Speed. Regeneration. at a range of 45 feet and a duration of 2 minutes. Wisdom modifier plus the attacker’s Rank in Power Usage: Mind RANK 6 The character may change up to 6 Character Points or 18 Control. Powers (such as many demons or vampires) are among those likely to Heightened Senses. a target. Character Points gained This Attribute allows the character to mentally dominate other through Metamorphosis can only be used to add Ranks to the following individuals. If necessary. the character can temporarily mimic any Ability Score of any single target character within range. The effects of Mind Control should be role-played. Extra Arms. Additionally. use the Special Attack Attribute (page beauty”). facial features. although it is more fun if the player Points. at a range of 15 feet and a duration of 5 rounds. This includes: change of sex. at a range of 90 feet and a duration of 16 minutes. the character can mimic as many Attributes/Abilities/Skills simultaneously at the appropriate Ranks (as indicated above) as he or she desires (each mimicked Attribute/Ability/Skill must be copied separately. MIMIC Cost: 7 or 10 Points/Rank Relevant Ability: Intelligence Progression: Descriptive. colour changes (eye. only the following Defects or alien with an Intelligence of 3 or higher (animals are excluded). If the check is successful. and minor physical changes Relevant Ability: Wisdom (shape of ears. For 7 Points/Rank the character can only mimic one Attribute/Ability/Skill at any single time. at a range of 30 feet and a duration of 1 minutes. skin. Marked. The character must Points. are considered a 1 Bonus Point change total (for all MIND CONTROL changes). at a range of 75 feet and a duration of 8 minutes. The Rank of Mimic equals the maximum Attribute Rank that can be mimicked (doubled to determine the maximum Skill Rank). or remove 3 Defect Bonus Points from. an average Will Defect Points. or members of a specific military unit). the target also receives a -1 penalty when attempting to defend against Mind 53 . Mind Control costs 6 Points/Rank if it can be used on any human Tunnelling. the character’s Attribute/Skill Rank cannot decrease through Mimic unless a specific Restriction is assigned. and 5. RANK 2 The character may change up to 2 Character Points or 6 Defect Initiating Mind Control requires a full round. 3. see below Upon a successful Power Usage: Mimic Skill check against a DC of 15 plus the Rank of the target Attribute or Skill. 4. The Rank of a mimicked Attribute/Skill only replaces the character’s corresponding Rank (if applicable) if it is higher. Special Movement. or bodily proportions). Special Defence. the RANK 5 The character may change up to 5 Character Points or 15 target must make a Willpower save against DC 10 plus the attacker’s Defect Points. or hair). upon a successful Power Usage: Mimic Skill check against a DC equal to the target Ability Score. Jumping. The Metamorphosis lasts for 1 hour. some psionic adepts.” for example). the character can assign 1 Rank 4 The character can mimic up to Rank 5 Attributes or Rank 10 Character Point to a target’s Attributes. Rank 3 The character can mimic up to Rank 3 Attributes or Rank 6 Skills. Rank 4 The character can mimic up to Rank 4 Attributes or Rank 8 Skills. and creatures with hypnotic Attributes: Adaptation. It costs 4 Points/Rank if the category is more people into stone or other forms where they would be effectively specific and less useful (“Shinto priestesses” or “people obsessed with immobilised. At Ranks 2. Metamorphosis is not intended for transforming or “any male. or result in the target gaining a new power. This can either raise the target’s Skills. Finally. (members of the character’s family. The Metamorphosis lasts for 10 minutes. and 6. Superstrength. save for the entire group could be used. to. and Water Speed. Elasticity. Armour. and 5 Points/Rank if it works on broad categories of humans (“any Japanese” Sensory Impairment. It costs can be changed: Ism. at a range of 60 feet and a duration of 4 minutes. the RANK 1 The character may change up to 1 Character Point or 3 Defect GM can take over the character. Alternatively. the character can temporarily mimic any Attribute or Skill Rank of any single target character within range. Flight. successfully make a Power Usage: Mind Control Skill check (if attacking RANK 3 The character may change up to 3 Character Points or 9 Defect multiple targets. for each Rank the character can add 3 Defect Bonus Points Skills. For 10 Points/Rank. The Metamorphosis lasts for 30 minutes.

or a Special Attack with the Mind or Soul Attack Ability (page 65). the target may receive Cost: 1 Point/Rank a bonus if the action goes against his or her nature. the charging character will be off balance and suffers a - RANK 4 The character can control the minds of 9-15 targets for a 2 penalty to his or her AC for the remainder of the round and a -4 duration of several weeks. see below). continue to inflict equivalent damage in subsequent rounds. for instance. against any attack. 54 . A target may attempt to break control This may be a reflection of his or her own psychic abilities. but a successful strike that penetrates Mind Controlled will not usually remember events that occurred during Armour gives the character the option to maintain a biting grip and the time period they are controlled and will have a gap in their memories. or hooves are not normally in the closet” or “go to sleep. AGAINST TARGET’S NATURE If a Mind Controlled target is commanded to perform an action that he or she would not willingly do under normal circumstances. his or her own ability to defend is impeded: the This bonus can represent concentrated brainwashing techniques or attacker cannot use weapons to defend. A character needs to defeat an opponent in Mind Combat Cost: 1 Point/Rank (page 123) to toy with the target’s emotions (for example. can lower his or her head and charge. These The GM may allow a character to temporarily boost his or her additional attacks are automatically successful. which will benefit the campaign. Additionally. While the attacker is who is his or her captive by “working” on the subject for a day or more. giving the Relevant Ability: Wisdom opponent new fears or a prejudice). ordinary teeth. In addition to regular damage. for exceptionally distasteful or possessed by animals. the GM may give the target a chance to break free of the Mind Control even if the • CLAWS OR SPIKES target does not regard a command as dangerous or distasteful (which The character possesses sharp talons or spikes on his or her fingers. effective if the character charges into battle. The character has one or more relatively mundane natural weapons. cumulative with penalties associated with the controlling character’s Mind Control Rank.” Additionally. Control (or when trying to break established contact. Weapons can be designed using the Special Attack Attribute (page 61). additional damage when used in melee combat. attempt (see page 53). Possessing If the character commands his or her target to perform a number more than one such natural weapon gives the character a wider variety of of mundane activities (clean the house. Normal damage inflicted by a successful attack is outlined the GM may decide the target does not receive an opportunity to break in Chapter 12: Combat (page 110). may have a drastic impact on counted as Natural Weapons since they are (relatively) blunt. Initiative roll penalty on the following combat round. Even a seemingly inoffensive command such as “sit Hands. tentacles. OR MANDIBLES A character need not control every thought and action of his or her The character has very sharp teeth. people who have been normal damage in melee combat. the character gains a +4 bonus while the target suffers a MIND SHIELD -3 penalty. the claws inflict 1d4 GM in direct control of the situation. feet. maintaining a biting grip. etc. or feet. At Rank 7. and similar characters. it remains in effect until the mind invasion dominating character willingly relinquishes control.). Player Characters should only be placed under Mind Control for extended periods of time in exceptional circumstances. he or she of several hours. This option puts the paws. a +8 bonus is given. plus 1d6 (rather than the normal +2). For mildly Progression: The character gains 1 Natural Weapon/Rank distasteful actions (such as licking an enemy’s boots). The more distasteful Relevant Ability: None the target finds the command. insect-like mandibles. To sever the connection. the NATURAL WEAPONS target can attempt to break control. the target character with Telepathy of equal or lower Rank to the Mind Shield. This natural weapon inflicts only 2 damage above these targets are known as “sleepers. or alternatively. a beak or victims but can allow them to live normal lives until they are needed. Note represent technological capabilities that mimic such abilities such as an that these bonuses are cumulative with penalties associated with the android or cyborg with retractable claws. but could also undesirable actions (such as attacking an ally). BEAK. the GM can also apply modifiers to the save attempt that are Unarmed Attack (Strikes) Skill. If the character wins RANK 2 The character can control the minds of 2-3 targets for a duration Initiative against an opponent and has room for a running start. with the Melee Disability. and whenever the GM deems Shield can detect and block attempts to read his or her mind by a it appropriate for dramatic effect. or until the target A character with Mind Shield is protected against psychic intrusion. target is piloting a mecha at the time. A successful attack will deliver RANK 3 The character can control the minds of 4-8 targets for a duration normal attack damage. Progression: The character gains a +2/Rank for Willpower saves involving Once Mind Control is established. would present an opportunity to end the control). and suffers a -4 AC penalty dedicated study of a subject. fetching a drink of water. Natural weapons are normally ally). special training. a protective under two circumstances: whenever he or she is given a command that spell. fails to connect. If a charge of several days. A character with Mind conflicts with the nature of the character. breaks free from the control. attack forms. telepathic Mind Combat (page 123). or some innate ability. the greater the bonus. More powerful Natural CHAPTER 6: ATTRIBUTES controlling character’s Mind Control Rank. This attack uses the Naturally. • HORNS These are large horns for butting or stabbing. The must make a successful Willpower save against DC 10 plus the attacker’s character may also add the twice the Rank of Mind Shield to his or her Intelligence modifier and Power Usage: Mind Control Skill Rank plus the Will save (as appropriate) when defending against a Mind Control modifiers based on the controller’s Mind Control Rank. This attack uses RANK 5 The character can control the minds of 16-25 targets for a the Unarmed Attack (Strikes) Skill. Horns add 2 extra RANK 1 The character can control the mind of 1 target for a duration of damage to normal damage in melee combat but are exceptionally several minutes. WHEN THE GM DEEMS APPROPRIATE The character possesses one such attack form per Rank. no bonus is given. but the opponent can Mind Control Attribute by one or two Ranks against a single individual break the hold with a successful Strength check. a heavy tail. a +4 bonus is given. This attack uses the Unarmed Attack (Bites) Skill. RANK 6 The character can control the minds of 26-50 targets for a duration of several years. • FANGS. In these instances. claws.” however. established control. and thus the lives of others if a bomb is about to explode in the shrine or the inflict usual Unarmed damage. Finally. etc. monsters. For highly distasteful or undesirable actions (such as stealing from an such as sharp teeth. duration of several months.

CHAPTER 6: ATTRIBUTES 55 . Tentacles are also difficult to avoid in combat (opponent suffers a -1 AC penalty). quills. This damage is in addition to any attack damage delivered. a hierarchy of some sort that grants him or her access to respect and privileges. while access to special equipment may be If the character has a combat-ready tail. this Attribute is optional. see below During these struggles. For campaigns in which all players penalty the following combat round (the target is off balance). or other similarly nasty weapon. and some religions. An organisation that exerts moderate power within the setting is his or her Unarmed Attack and Unarmed Defence Skill Rank when worth 1 Point/Rank. Upon a successful crime rings. This belong to the same organised group. Progression: Descriptive. the opponent’s clothes will also be ripped and Organisational Ties represents a character’s close relationship with shredded unless they are armoured. The attack inflicts an organisations include the feudal system. One or more of the character’s limbs — or possibly his or her hair The value of Organisational Ties depends on its importance in the — are actually tentacles. secret guilds and societies. engaged in a wrestling attack or defending against one. the target must make a Dexterity check or suffer a -4 Initiative organisations. governmental positions. one that has significant power costs 2 Points/Rank. the GM may prefer to treat organisation membership as a • TENTACLES background detail instead. Consequently. Monetary advantages are usually covered by the Wealth • TAIL STRIKER Attribute (page 73). a stinger. the GM may decide that attack uses the Unarmed Attack (Strikes) Skill. A character with tentacles gains a +2 bonus to setting. Cost: 1-3 Points/Rank Anyone who wrestles with the character automatically suffers 2 damage Relevant Ability: Charisma each round. powerful corporations. or sharp scales. Organisational Ties are not required. organised additional 2 damage (in addition to normal damage). Examples of spikes. it can be equipped with represented by the Personal Gear Attribute (page 57). military attack.• SPINES ORGANISATIONAL TIES The character is covered in nasty spikes.

assigning Attributes and Defects to the mecha rather than the character. For example. Normal organisations should be limited to a geopolitical area. for instance. RANK 1 The character is connected to the organisation and can rely on it for occasional support and favours (and expect to be called on in return). With GM permission. “great power” (3 Points/Rank) in a traditional low-powered game set in function. though lower-technology or “retro” mecha may be operated from the outside or via remote control. occupy. such as the president of a megacorp. such as the senior vice-president of a large corporation. see below A mecha is a vehicle or construct of some sort such as a giant robot. but can only interact with and be influenced by the Earth chapter of the organisation. RANK 3 The character has middle rank in an organisation such as a corporate vice president in charge of a department. Similarly. but merely as “moderate power” (1 Point/Rank) in a high. or a Mafia “captain” who runs a neighbourhood. If an Earth character is Connected to a multi-planetary police organisation. such as robot companions. a city council member. helicopter. modern times. or those that span multiple associated with Defects. such as the ruler of a small nation. however. The group is not categorised as multi-planetary (2 Rank lower). 56 . The organisation brings the character status and some wealth. Some organisations may be ostensibly limited to a single country. assigned in this way are divided by two to geopolitical areas. a character who has Senior Rank in a universe-wide military organisation should have Rank 7 Organisational Ties (3 Ranks lower). or a Mafia “W ise Guy” in an organised crime family. The exact details regarding the mecha’s form. Global organisations. or “boss of bosses” of many different crime families. if the character can actually gain access to the resources of all branches of CHAPTER 6: ATTRIBUTES the group. a high-ranking officer in the JSDF . “Mecha” that characters do not ride. and one that has great power in the setting costs 3 Points/Rank. while multi-galaxy organisations function at 3 Ranks lower. such The Character Points associated with Attributes. storage. The basic capabilities of the mecha are outlined in the Rank Similarly. RANK 5 The character has controlling rank in an organisation. For example.” while in most other (page 48) or Servant (page 60) Attributes. or a US senator. but they can also should not assign this Attribute to represent organisations that have very be pre-modern such as sailing ships or science-fantasy gear like magical little power. motorcycle. submarine. settings it would be completely trivial and not worth any Points. however. Piloting is usually done from a cockpit inside the mecha. a criminal organisation like the Mafia or Y akuza might count as progression chart (page 57. and design are up to the player. or a US state governor. but the higher ranks still have global or multi-planetary influence. the boss of a large crime family. Multi-planetary determine the actual cost. or a junior congressman or member of parliament. the president of a global megacorporation needs to assign Rank 6 to gain access to the Controlling Rank category (1 Rank lower). The mecha’s aptitude for combat is determined by the pilot character’s ability. sports car. spaceship. pilot. Players Mecha often appear in modern or future settings. For example. OWN A BIG MECHA (OBM) Cost: 8 Points/Rank Relevant Ability: None Progression: Descriptive. the President of the United States is a Controlling Rank (Rank 6). tank. function at 1 Rank lower. since the extensive resource benefits normally associated with an organisation that size are not available to the character. the group is only considered to be a global organisation (1 Rank lower) for that character. are best acquired through the Flunkies Student Council might wield “significant power. powered armour suit. the school’s autocratic wear. a junior executive in a corporation. RANK 2 The character has respected status in an organisation such as a landed knight in the feudal system. the position would be Rank 7 (as if it was a global organisation). RANK 4 The character has senior rank in an organisation. adding a Force Field organisations function at 2 Ranks lower. and Bonus Points as a single country. These far-ranging organisation positions are only relevant. In a high school comedy campaign. Since the US has great influence across the world. The GM determines the extent of the organisation’s clockwork golems. a lesser feudal lord with a castle and lands. a player can modify his or her character’s mecha from this baseline by powered magical girl campaign. RANK 6 The character has a controlling rank that spans multiple organisations. or influence.

Thus. or a mule. see Item of Power. perhaps a horse for fantasy campaigns). 2 arms. page 50). 4 Gear can be less expensive but needs a license or black market contact to Armour. Personal Gear if they will make regular use of them (though the Attributes. created with his appropriate to the setting (for example. Pet Monsters person might not have easy access such as weapons. Armour. Non-standard items that modify or improve other items of Gear. 2 arms. tactical armour. For example. something available in a shop or store or from a skilled artisan. The GM may give starting players a Frequently. computers. never progress in class beyond Level 1. RANK 2 The character owns a average mecha with: 4d8 Hit Points. 20 Armour. Alternatively. Red Tape. burglary tools. handguns. and Rank 3 Special Attack. but it may be issued to an Hit Points. Similarly. a backpack. Attribute. 2 arms. 8 silencer for a pistol. and Skills as normal but motorbike in the present day. It is modifications. or their owners as well). or a wagon and team of draft animals. 24 Armour. the GM has final say on this issue. “a complete tool box” would be a Cost: 2 Points/Rank single a minor item. although these due to its innate role as a character’s pet. 2 arms. longbows. a police Attributes. a knife. top speed of 300 mph. Skills. etc. car. Ancient or medieval examples Own a Big Mecha. or handcuffs. the character can exchange one or ranch). 16 crossbows. however. Modern examples of minor items include weapon and vehicle RANK 3 The character owns a strong mecha with: 6d8 Hit Points.). and Rank 5 Special Attack. Gear must be appropriate to the unarmed melee combat. and inexpensive count as “mundane items” and do not count as Personal Gear unless taken in PERSONAL GEAR quantity (GM’s option). truck. For other types of companions. a Pet Monster Although characters may have items that are owned by the gets more powerful when its owner advances in Rank in the Pet Monster organisations to which they belong. shields. though. etc. Alternatively. Pet Monsters fight in gladiatorial combats for their owners’ weapon of choice and a few other inexpensive items for free.). Use these guidelines to in any way he or she desires. or for play balance and. 12 modifications. The GM always has the final say on whether or not an item is add to the Pet Monster (for example. or motorbike. a scope for a rifle. but are not functional by themselves (for example. ready to perform begin the game with numerous pieces of equipment to which the average nearly any task for its master. see Own a Big Mecha Attribute Monster Attribute also gives the player 20 additional Character Points to (page 56). GMs may require from 20 Character Points plus 20/Rank players to allot Points to this Attribute. Each new Pet Monster added is created as differentiate between major and minor items: a 1st Level Adventurer as normal with 20 Discretionary Character Points. poisons. Pet Monsters do not gain Experience Points themselves and in Chapter 12: Combat. top speed of 600 mph. It can include common civilian vehicles A Pet Monster is a 1st Level Adventurer (page 16). our d20 Mecha (#02-601) book is exactly what of major items include a full suit of chain or plate armour. melee combat. legal. lightweight armour (such as leather or a light mail Armour. specialised professional equipment. it is inappropriate for a items are property of the police department. Characters do not need to spend Character Points for items Relevant Ability: None that are legal. and Rank 2 Special Attack. 2 arms. body armour. or consumer goods). top speed of 100 mph. Each Rank in this Attribute permits the character to take one major If creating more than one monster (for populating a monster farm and four minor items. Significant Other. premium medical kits. an average soldier. The GM can rule that an CHAPTER 6: ATTRIBUTES BESM d20 and d20 Mecha occasional. RANK 4 The character owns a powerful mecha with: 8d8 Hit Points. 57 . or rather expensive. • MUNDANE Items that are easy to acquire. a single wrench is mundane. • MAJOR RANK 6 The character owns a extraordinarily powerful mecha with: 12d8 The gear is usually illegal for civilians. top speed of 60 mph. 60 Points at available to the characters. light airplane. and grenade launchers. top speed of 30 mph. inexpensive. a cavalry horse. The Pet Monster may not have the Pet Monster Conditional Ownership Defect may apply. Ancient or medieval examples include swords. see the Servant technology more advanced than what is standard in the setting (instead. or have few desires beyond pleasing their master and rarely disobey orders. Some examples of Personal Gear can be found Rank 2. secret prototypes. the GM can create the statistics of other items. top speed of 1000 mph. 2d6 damage in unarmed acquire. see page 88). a car. an airplane or semi truck) If you want an even more detailed and customisable version of counts as two or more major items of Gear. (4 Points/Rank) to the mecha would cost only 2 Points/Rank. you are looking for. See page 157. workshop. and Rank 6 Special Attack. very expensive item (for example. or or her own Ability Scores. The GM has final approval over all mecha The item is somewhat hard to get. if their characters will A Pet Monster is the ultimate friend and servant. Each rank of Own a Big Mecha gives you 400 a smith’s forge. they still must acquire these items as Attribute and gives his or her pet more Character Points (to acquire Feats. naturally. and mundane in the campaign setting (such as Progression: The character owns one or more pet monsters. 2 arms. an alchemist’s lab. 10d6 damage in unarmed melee combat. the RANK 1 The character owns a weak mecha with: 2d8 Hit Points. adding a 2 Bonus Point Defect to the mecha would only return 1 Bonus • MINOR Point to the character. and personal unarmed melee combat. and Rank 1 Special Attack. constructed clothing. expensive tool kits. and some relationship-based Defects should not be assigned officer would use Gear for a pistol. 6d6 damage in full camping gear. Each Rank of the Pet less common or more expensive mecha. and Rank 4 Special Attack. or a government spy damage in unarmed melee combat. Thus. night vision goggles. 8d6 damage in shirt). glory since they eager to please (and are usually more powerful than Personal Gear cannot include magic items. For with only 20 Discretionary Character Points. police car. Mecha Points with which you can build your machine. Defects. instead. the character can divide the Pet Monster Points amongst them major item for four minor items. or supercharged engine for an automobile) are also Armour. but it costs as much as an average person’s monthly wage. Attributes. 40 Points at Rank 1. 12d6 elite law enforcement agency. Unlike a Servant (page 60). Relevant Ability: None Progression: PET MONSTER The character gains 1 major and 4 minor items of Personal Gear/Rank The Personal Gear Attribute represents a character’s access to useful Cost: 6 Points/Rank equipment. may be issued. 4d6 damage in unarmed minor items of Gear. Major gear items can also include quite expensive but commercially available equipment such as a science lab. world setting — a pistol is a minor item in a modern-day or future RANK 5 The character owns a very powerful mecha with: 10d8 Hit setting. lock picks. Modern-day examples of major items include machine guns. but an Item of Power in a medieval fantasy game! Points. melee combat. This rule is intended mainly Pet Monster to have the following Defects: Owned. or vice versa.

RANK 3 The Place of Power is the size of a large room and provides 30 metamorph. bug. 3 Points/Rank if the portal is in a mobile location (such as inside a vehicle. method. which may be the increased ability of the monsters. Mages often create dimensional portals leading from closets or doors into other places.” For example. • From what elemental force does the Pet Monster derive its RANK 4 The Place of Power is the size of a house and provides 40 powers? Common elements include: celestial. dragon/reptile. Energy Points. players should consider the following five aspects for his or her character’s Pet Monster: RANK 1 The Place of Power is the size of a small rug and provides 10 • What is its name? Make sure it’s a cute name. positive if the owner of the Place of Power is a good person or negative if he or she is an evil one. Energy Points. one usually exerts a subtle. a magical pocket ball. gerbil/rodent. player’s should ignore the “Pet Monster +1” At the GM’s discretion. see below additional 5 Points and the player has 15 more Points to divide amongst A Place of Power is a home base or lair that is infused with magical the six pets as he or she sees fit. death. in Western myth. eyeball. While this If the character increases his or her Rank in the Pet Monster option does not reduce the Attribute’s cost. psionics. it can provide greater Attribute. long-term. light. he or she can draw on these Energy Points as if they were the character has multiple Pet Monsters. fire. individuals born or raised in a Place CHAPTER 6: ATTRIBUTES of Power are more likely to develop supernatural abilities. magical circle. RANK 2 The Place of Power is the size of a small room and provides 20 • What species is it? Common species types include: aquatic. he or she summons them from the device. Each character sharing the Power has his or her own source reflecting additional power. spirit. convenience. most commonly with a command phrase. a ring of standing stones or something less traditional. each Pet Monster gains an Progression: Descriptive. The cost of Pocket Dimension is 2 Points/Rank if it is limited to a single fixed portal (such as a house closet). water. however. golem. Energy Points. see below This Attribute allows the opening of a hole or doorway — a portal — into another dimension. A character can usually only have a single portal 58 . In addition to Character Point assignment. darkness. The Place of Power has a pool of 10 Energy Points for each Rank of this The Pet Monster begins play as a 1st Level Adventurer and Attribute. Pocket Dimension can also represent the ability some characters have to suddenly produce big items (like huge hammers or swords) seemingly out of nowhere. the Energy Points replenish at a rate of 1 amongst the monsters (assigning the most XP to those monsters Energy Point for each Rank of the Place of Power Attribute per hour. metal. sonic. RANK 5 The Place of Power is the size of a city block and provides 50 • How is the Pet Monster stored when not in use? All Pet Energy Points Monsters come with their own device for free. beast. by fairies. the Rank Progression could be changed from “+20 PLACE OF POWER Character Points/Rank” to “+15 Points/Rank +5 Points added to each Cost: 1 Point/Rank Pet Monster. or 4 Points/Rank if the character can use a particular class of objects as a portal (such as “any mirror” or “any pool of water”). which may include an RANK 6 The Place of Power is the size of several city blocks and electronic toy. class — the XP advancement gained through adventuring reflects emotional influence on people who live in or near it. Using this of additional Energy Points. electricity. as Adventurers. earth. The environment and furnishings of the dimension are up to the player within the GM’s limitations. if a character with six Pet Monsters increases Relevant Ability: None from Rank 3 to Rank 4 in this Attribute. In anime. provides 60 Energy Points. In addition. A character with this ability at 2 or 3 Points/Rank cannot create new portals leading out of the dimension. the Monster gains the additional points as normal. If a Power. this power is sometimes possessed by demons or even vampires. the XP award is divided character’s own. 3 or 4 Points/Rank Relevant Ability: Wisdom Progression: Descriptive. When the owner needs the Pet Monster. players and GMs may wish to advance pet monsters perform activities using either Dynamic Sorcery or Magic more easily. the character alone can advancement. The place usually radiates good or evil energy. A dimension could even be partially unexplored or dangerous territory. In less serious games. he or she may only leave by the one that was entered. While the character is standing somewhere within the Place of gains Experience Points at the same pace as the character. ice. a Place of Power may also offer additional gained from character advancement for the Pet Monster Trainer advantages. or holy energies. The Rank of Pocket Dimension determines the maximum size of the dimension. that saw the most action in the adventure). or. It might be a shrine. or attached to an item). not additional experience. Rather than increasing the Pet Monster’s point total to reflect While within his or her Place of Power. Once used. extensive furnishings should be acquired as Personal Gear (page 57). Several characters may share the same Place of Power. If the GM wishes to encourage players to own multiple Pet Monsters instead of just one. bird. and a nearby character with an appropriate Experience Point Pet Monster Advancement Sixth Sense can detect its presence. gas. A Pocket Dimension could also represent an object that is simply bigger on the inside than on the outside. providing adventuring opportunities to the characters. POCKET DIMENSION Cost: 2. slime. Energy Points. and wind. In particular. or an extra-dimensional gadget. a sacrificial altar. • What does the Pet Monster look like? Make sure it’s cute. and veggie.

or some other condition is fulfilled. the character’s Projection has some subtle Power Defence (the two may not be used in conjunction. Attribute) with a bonus of +1 per Power Defence Rank against a DC In order for the character to create a convincing Projections of equal to the attacker’s final to hit roll result. or of a complete them is destroyed. the character RANK 6 The dimension can be the size of an entire city (or even larger). wish to use defensively. and a character may RANK 4 The dimension can be as large as a city block. or a horde of charging warriors. POWER DEFENCE To be able to maintain multiple Projections at once costs the character an Cost: 1 Point/Rank extra 1 Point for every distinct Projection the character can sustain Relevant Ability: Variable simultaneously after the first. For 3 Points/Rank the Projections can be detected by three senses. The player should consult on how familiar or unfamiliar the character is with the scene that is being with the Game Master to determine which Attributes are appropriate for simulated. The character can projected images that fools one or more senses. “Projection Rank 3 (one sense. An opponent attacks him and scores an impressive result of 32 sized area. large enough for an EXAMPLE entire room. RANK 1 The character can an create small illusions. Defence is assigned). through” a Projection against a DC equal to: 10 plus the projector’s Pocket Dimensions may optionally be designated as only one-way. a portal can stay open for as long as the creator is in The Projection cannot be touched because it is not substantial. RANK 2 The character can create medium illusions. damage. which may cause he or she wishes to allow individuals to enter or leave while the creator is it to disappear (GM’s discretion). detected by all senses. is. the character is not required Progression: Descriptive. a +4 case he or she may sacrifice one extra defence to attempt an additionally bonus applies. two senses. four Progression: The character reduces the DC of saving throws related to the Projections)” would cost six Points: three Points for Rank 3 (one sense) and defensive use of an Attribute by 1/Rank three more Points for being able to sustain four Projections at a time. opened to his or her dimension at a time. Thus. a swarm of insects. No matter how realistic the Projections. usually sight (sense must be determined during Characters who have an ability to travel between dimensions should character creation). A character can normally maintain only a single Projection at a time. Attribute and think acquire the Special Attack Attribute with the Linked For 1 Point/Rank the character can create Projections that can be (Pocket Dimension) Ability (page 65). This Attribute may scene (such as a furnished room or crowd). damage. To give a Projection the semblance of independent Some characters may have the exotic ability of being able to suck or activity (such as a projected image of a person who moves and speaks). if a character with Projection Rank 5 decides to he or she also possesses the Extra Defences Attribute (page 47). For 4 Points/Rank the Projections can be RANK 1 The dimension can be as large as a closet. in which create a merely human-sized Projection (which needs only Rank 1). For example. Rank he or she has in excess of the minimum Rank needed to create the A character may only attempt one Power Defence each round unless Projection. An image of a roaring fire may feel hot. an existing Projection must first be dispelled. 59 . the character creating it may not be aware of this until someone Characters must assign this Attribute once for each Attribute they else points it out. usually sight and hearing. should possess a Special Attack Attribute (page 61) which is tied to the Projection Attribute through the Dependent Defect. within a 6 mile radius for Rank 6). The Power Defence is acquired in conjunction with another Attribute GM can assume that a group of objects or entities in close proximity. it may be taken at different Ranks for each individual dimension. area. Points/Rank version only). RANK 6 The character can create great illusions that can cover a town- sized area. or object to make it appear different than it really If so. For 2 Points/Rank the Projections can be detected by possess the Dimension Hop Special Movement Attribute (page 67). At the PROJECTION 4 Points/Rank version. Wisdom modifier plus the projector’s Rank in Power Usage: Projection. however. Closer the dimension. flaw in it. Once opened. or a large object like a car or elephant. the GM may require a Power Usage: Projection Skill activates his or her Attribute in time to defend against the attack and check against an appropriate DC. possibly avoiding all damage entirely. either remaining in one place or (if created over something) moving as the underlying object USING POCKET DIMENSION OFFENSIVELY or entity moves. on his to hit roll. but the fire cannot actually deliver RANK 5 The dimension can be the size of an entire village. assign the Pocket Dimension and perform no other actions. believe that he or she is burning. Power Defence allows a character to use the other counts as a single Projection rather than several. such not normally used for defence (Attribute must be defined when Power as a furnished room. scene. The GM may require a Will save to “see not present within the dimensional pocket. warp unwilling targets into their alternate dimension (at the 3 or 4 the character must actively concentrate on manipulating the Projection. It may also be thrown over an be taken multiple times to give access to multiple different dimensions. If successful. To create Projections capable of injuring targets. A Projection that is untended is normally static. The creator may also be able to “leave the door open” if inspection will usually reveal the Projection for what it is. The GM may also give the character a +1 bonus for every a Power Defence. If the save is unsuccessful. ranks in P ower Defense: T eleportation. A character has T eleportation at Rank 3 and P ower Defense: T eleportation RANK 3 The character can create large illusions that can cover a house- at Rank 5 . he teleports away before RANK 5 The character can create huge illusions that cover a village-sized the attack hits and completely avoids the damage. he is hit by the attack and suffers its effects as normal. If a character is already Attribute to defend against attacks. but additional apertures to the same dimension may be possessed for 1 extra Character Point each. CHAPTER 6: ATTRIBUTES RANK 2 The dimension can be as large as a room. the character something complex. the character can leave the Pocket Dimension Cost: 1 to 4 Points/Rank through any other appropriate exit within 1 mile times the Rank (for Relevant Ability: Wisdom example. The GM can adjust the DC depending avoids all damage (and effects) from the attack. however. T he teleporter must now roll a Reflex save (most RANK 4 The character can create very large illusions that can cover an appropriate to T eleportation) against a DC of 32 with a +5 bonus for 5 entire neighbourhood (or a few hundred square yards). existing person. see below to leave through the same one he or she entered. If the roll fails. detected by one sense. sustaining his or her maximum number of Projections and wishes to create The character must make a save (as appropriate for the situation or another one. they can never cause physical sensations intense enough to inflict pain or RANK 3 The dimension can be as large as a house. through). about the size of a single person. To indicate this. If successful. restricting access in or out until the character or machine maintaining A Projection may be of a particular object or entity.

vibration detection. The GM Relevant Ability: None and player must work together to determine the parameters involved in Progression: The servant is constructed from 10 Character Points plus preventing the rebirth. Examples of techniques REINCARNATION include: darkvision.). RANK 2 The Sensory block covers up to 500 ft radius. or dismembering a body. A character with Sensory Block can cover an area (size is determined by the Rank) with a field that partially blocks specific senses or detection techniques. which results in cumulative penalties. a bound demon or ghost. ultravision. If the character can dismiss the Servant and replace it crowd getting behind a wrestler. TYPE II A detection technique is partially blocked. The GM may allow multiple assignments to the same sense or Relevant Ability: None technique. a mage’s RANK 4 The reincarnation occurs within a few hours. This may be in spiritual or digital form. repair massive trauma such cannot see well (vision). asleep. pet. It serves as a RANK 1 The reincarnation occurs within a few weeks. Cost: 2 or 4 Points/Rank infravision. see the Invisibility Attribute (page 50). a fierce wolf. the character’s body will revive itself if “clinically” partially blocked. see the Pet RANK 6 The reincarnation occurs within a few minutes. created with his or or avoid attacks. or a vampire’s enslaved servants. homing weapons. 60 . the character can either block one sense or enhanced sense (Type I) or one REGENERATION detection technique (Type II). Reincarnation can be prevented in some way. some of his or her essence may still or Skill checks relating to these detection techniques suffer a -4 penalty. Examples of Servants could RANK 2 The reincarnation occurs within a few days. or bodyguard. or it may be something that must be retrieved from the corpse. This may be as simple as burning. To fully block a detection Progression: The character can regenerate 1 Hit Point each round/Rank technique. Attributes. Servants are NPCs controlled by the GM. only 10 Discretionary Character Points. in a matter of days or weeks and with proper care. sonar detection. Relevant Ability: None radio reception. the character instantly regain 5 Hit Attribute as a Magical Power (see Magic. the Reincarnation is difficult to stop. Each Rank of the Servant Attribute also gives the player 10 additional Character Points to add to the Servant (for example. etc. or otherwise recovered. sorcerer’s apprentice. Red Tape. a sound that triggers a certain memory with a different one between adventures or during an adventure with or the presence of a master. CHAPTER 6: ATTRIBUTES it will develop a new body similar to the original. or as obscure as SERVANT requiring a special ritual. acquire the Progression: Under specific conditions. several pieces (Rank 6+). a RANK 3 The reincarnation occurs within a single day. Cost: 1 Point/Rank A Servant is assumed to be around “all the time. A reincarnated RANK 6 The Sensory block covers up to 500 mile radius. taste. character usually starts with 1 Hit Point. or an undead monster that will reform a few minutes. familiar cat. smell. A robot whose memory can be RANK 1 The Sensory block covers up to 100 ft radius. copied or uploaded. or a dashing knight inspiring a magical girl) suitable effort (GM’s option such as casting a summoning spell or taming and can happen only once in a scene. Checks made by as lost limbs or organs (Rank 6+). survive. X-ray vision. see below to have the following Defects: Owned.” To create a Relevant Ability: Wisdom servant that the character summons for a brief period of time. This can represent a magical ability. it is inappropriate for a Servant Progression: Descriptive. For a more powerful pet RANK 5 The reincarnation occurs within a single hour. requires one combat round. or paranormal effect. This may mean that individuals within the area covered dead but not actually brain-dead (Rank 3+). 30 Points at Rank 2. however. a pet robot. a specific Sixth Sense technique. or touch — is Regeneration Ranks. Each time this Attribute is assigned. monster servant (usually associated with gladiatorial combat). technological enhancement. magnetic field detection. then the Attribute costs 5 Points/Rank. A character can together to determine when Rejuvenation can occur. a creature that leaves an egg in its body upon death. and internal reserves to restore lost Hit Points or Energy Points. Neither Hit Points nor Energy Points can be raised her own Ability Scores. The TYPE I character’s Hit Points cannot exceed their original total. This Attribute costs 2 Point/Rank if the character is limited to one Rejuvenation can only take place under certain circumstances (like a particular Servant. blowing up. or Significant Other. page 51) — this will result in Points or Energy Points/Rank the servant only remaining around as long as the character spends Characters with this Attribute can focus on their adrenaline rush appropriate Energy Points. for 4 Points/Rank. bits or disintegrated. whether the characters are awake. Ability If the character is destroyed. 20 Points at Rank 1. but they will normally work toward the character’s best interests. Nevertheless. Thus. radar detection. during which the character can only dodge A Servant is a 1st Level Adventurer (page 16). If this remnant can be salvaged RANK 4 The Sensory block covers up to 5 mile radius. and Skills as normal but with above their maximum. or days after RANK 3 The Sensory block covers up to 1 mile radius. familiar. or restore the character if cut into these individuals when pertaining to the specific senses suffer a -4 penalty. include: a magical girl’s talking animal companion. they should have their own personalities and may REJUVENATION occasionally get into trouble of their own. For 2 Points/Rank. cannot hear well (hearing). the Reincarnation is easy to Cost: 2 or 5 Points/Rank stop. SENSORY BLOCK The Servant may not have the Servant or Own a Big Mecha Attributes. microscopic vision. companion. Cost: 1 Point/Rank and some relationship-based Defects should not be assigned due to its Relevant Ability: Intelligence innate role as a character’s Servant. 10/Rank The character has a servant or companion entity. The GM and player should work a new animal). Characters with this Attribute automatically heal their own injuries. The body cannot repair itself if it is blown to which is cumulative with any Heightened Senses bonus (see page 49). RANK 5 The Sensory block covers up to 50 mile radius. which is determined during character Cost: 4 Points/Rank creation. hours. Monster Attribute (page 57). its apparent death are all examples of this. see below ultrasonic hearing. etc. Rejuvenation take the Attribute several times to have multiple Servants. Progression: Descriptive. Defects. vision. electric current detection. At higher One of the five senses — hearing. or unconscious.

it is usually Heavy Weapons (Gunnery). For example. on others instead. it is usually Guns or Thrown Weapon ability to return to his or her normal size). intervention. of the current time. magic. Any Size Change (Shrinking Only) Rank 2 could shrink to half size and once weapon with the Melee Disability uses the Melee Attack or Unarmed shrunk could grow back. or Progression: The character possesses an attack that delivers 1d8 coming much closer. which would reduced the attack’s damage from 2d8 to 1d8. For Attack is designed. For ranged this restricts the character to changing size in one direction (with the weapons designed as Personal Gear.” When This Attribute reflects the ability to increase or decrease the stature designing the attack. (Sword) is appropriate to an energy sword. particular objects. spirits. and delivers 1d8 damage per magnetics. Relevant Ability: Wisdom Progression: The character gains 1 Sixth Sense/Rank RANK 1 The character’s size can increase or decrease one size category Some characters have the ability to detect things that are hidden to (a Medium character can either grow to Large or shrink to Small). be able to purchase one Ability. interpersonal dynamics. Each attack Ability taken reduces the damage by 1d8 but adds an additional capability. such as the phenomena becoming stronger. This option is a GM-defined Attribute. The exact content of this information is up to the GM. high-Ranking characters can extend this time to suppose a character has a Special Attack at Rank 2. Alternatively. a Huge character could A character who specifically concentrates on using his or her Sixth shrink to Fine). the longer the time difference). He or she would only hundreds or even thousands of years. virtue.” If the Cost: 1 or 4 Points/Rank CHAPTER 6: ATTRIBUTES check fails. however.. Some characters. which allows The player must assign Abilities and Disabilities when the Special him or her limit its application and scope within the campaign. Sixth Sense typically represents psychic or categories (a Medium character can either grow to Huge or magical ability. circuit the process of discovery in a mystery plot. reducing the damage back to 1d8. it only affects a single willing subject. illusions. magical fireballs. emotions. If the character wanted to purchase a second Ability. truth. The GM may shrink to Fine). damage to a minimum of 1d8. electricity. he or she must first assign a Disability. but not allow it to short. such as electric zaps. they are listed in precognition and postcognition. Sense may gain more precise information on a successful Wisdom Check. On the player’s character sheet. as well as include astral/ethereal beings. Size Change is (Striking) would be suitable for a wraith that drained energy by its touch normally designed to affect only the user. The player should define the category with the GM’s approval or shrink to Diminutive). such as cyborgs or robots. In some cases. missiles. the GM may allow detection at greater distances if character could shrink to Fine). but it can be specified as usable or a ki-energised martial arts strike. psionics. As a guideline. telepathy. while others have affinities for RANK 2 The character’s size can increase or decrease two size specific objects or people. Relevant Ability: Constitution A Special Attack should always be given a descriptive name such as Progression: Descriptive. To create a “zero damage” Special Attack. normal senses or technological sensors. and hungry. elements. Special Attack costs 4 Points/Rank. mecha Attacks. Melee Attack height beyond normal. Low-Ranking character may only perceive events within minutes or hours one would select the No Damage Disability (see page 66). the character can choose to shrink superpowered ranged attacks. but can also reflect trained and acute senses or divine shrink to Tiny). (Sixth Sense is very much a GM-defined ability). events. Rank. The character could then purchase a second Cost: 1. The GM should give a bonus (+2 modifier or RANK 6 The character’s size can increase or decrease six size categories more) if the character is touching the source. while Unarmed Attack It takes one round for a character to change size. a Large sense. paranormal nexus points. Sixth Sense can be assigned to represent precognition on pages 66-67. danger. the Attribute’s Rank reflects the parentheses following the attack’s modified damage. the GM may provide the character with a few extra clues about the source such as “the magic is coming from those buildings over there” SPECIAL ATTACK or “you sense the evil presence feels otherworldly. or the use of specific Attributes Special Attacks may be further customised by assigning one or or Defects. the RANK 4 The character’s size can increase or decrease four size character is automatically alerted when something his or her Sixth Sense categories (a Medium character can either grow to Colossal or detects is in close proximity (roughly 20 foot radius area). Anime characters sometimes wield powerful offensive energies. more attack Abilities from the list on pages 62-66. which would raise the SIZE CHANGE attack’s damage back to 2d8. it will be Special Ranged Attacks. If so. mecha. evil. see below “90mm Auto-Cannon” or “Raging Thunder Dragon Fist. the source is very strong. RANK 3 The character’s size can increase or decrease three size The character may sense one particular category of phenomena per categories (a Medium character can either grow to Gargantuan Rank. the character must also acquire the Special Attack SIXTH SENSE Attribute (page 61) with the Linked (Size Change) Ability (page 65). may have guns. Cost: 1 Point/Rank See page 97 for more information on size categories. with difficulty modifiers depending RANK 5 The character’s size can increase or decrease five size on the strength of the source of whatever emanations the character can categories (a Small character can grow to Colossal. For example. or Examples of phenomena to which the character may be sensitive energy swords. but he or she could never increase his or her Attack Skills depending on its description. For example. ki-powered martial arts strikes. He or she may maximum time difference between the present situation and a perceived assign a combination of Abilities and Disabilities that would reduce its future or past event (the higher the Rank.. or beam weapons built into their bodies. Pocket Dimensions. or over a distance. If the check succeeds. the player (with GM input) should determine what of the character. (a Tiny character can grow to Colossal. places of power. or 6 Points/Rank Ability. For it to be used as an attack against unwilling persons 61 . a character with with an appropriate Specialisation depending on the description. Each attack Disability increases the damage by 1d8 but and postcognition — the ability to access visions of past and future reduces the attack’s utility by imposing some form of limitation. For most magical or grow for 6 Points/Rank. PRECOGNITION AND POSTCOGNITION Attacks may also be assigned one or more attack Disabilities from the list Alternatively. For only at a cost of 1 Point/Rank or to grow only at a cost of 5 Points/Rank. the character will not gain any additional information unless Relevant Ability: None something happens. require a Wisdom check to do this. A character may have the ability to both shrink and Skill and Specialisation is appropriate for its use. The GM should always try to use Sixth Sense to damage/Rank plant clues that make a story more exciting. whom the user must touch. 5.

but also anyone in the immediate area. each Ability doubles the area radius. • AREA EFFECT Incapacitating. The “primary” weapon. Additionally. The Game Master may increase the maximum number of hits scored to 10 to reflect more potentially damaging attacks. higher when determining the special effects for these Abilities. Point cost of these additional “secondary” attacks are one quarter the cost of the primary attack at 1 Point/Rank. The GM may disallow any combination of Abilities that seems inappropriate. which allows Enduring 1 Stun 1 simultaneous attacks. If the mecha carries multiple people. Flare. round down to 2). Superstrength. and critical hit multipliers are only Damage Disability is assigned). Drain (Any). Drain (Any). damages anyone in the designated area around the character. or reduce the power of their special effects. it may be designed with many independently operated Drain Soul 1 Spreading 1 weapons. Auto-Fire counts as three Abilities. Characters and mecha that can shield themselves with very solid effects of Drain (Any). Secondary attacks may each possess different damages. he or she would score 2 hits (27 - attacks — including ones with the No Damage Disability — to 16 = 11. ducking or moving behind cover. Rather than having to make an actual attack. An example Attack. a character can choose to inflict less damage than the discretion) on a successful Reflex save. Flare. it should Flare 1 Tangle 2 be noted as requiring a “Different Gunner” and purchased at an Flexible 1 Targeted 1 or 2 additional flat cost of 2 Points each (this is the half-cost discounted Flurry 1 Trap 1 version. that affects not only the Rank of the Special Attack only. like an explosive blast. This represents the character normal 1d8/Rank. or Tangle. If anything is affected by attacks of that Ability can be assigned two or three times for a +8 or +12 bonus. Bonuses attacks with each other more accurately (particularly if the No from Massive Damage. by five. For example. Drain (Mind) would reduce a of five) equal to the difference between his or her final to hit roll (including target’s Intelligence Score by 2 for every 5 damage. not 0. which usually affects Damage Reduction as • ACCURATE well as some other abilities. Otherwise. similarly. Drain Mind 1 Quake 1 however. their scopes The attack consists of a burst of multiple shots like a machine gun could instead be based on every 5 damage that the attack inflicts or rapid sequence of energy bolts. Instead of scoring one hit when an (or would have inflicted in the case of attacks with the No Damage attack is successful. For example. The GM will decide whether an object or person is within the area of effect. or Tangle Abilities depend on the Rank of the Special automatically damages anyone who touches his or her body. • AFFECTS INCORPOREAL This attack will affect characters who are currently Astral or SPECIAL EFFECTS Incorporeal as if they were solid.5 Energy Points/Rank.2. Drain (Mind) reduced the target’s Intelligence might be a character who was sheathed in flame or electrified. damage must be rolled for all who rolled a final defence value of 27. Linked. treat the attack as a normal attack. 11 ÷ 5 = 2. a player does not assign a descriptor. The scope of the special effects for attacks with the Area • AURA Effect. swerving out of the way) for half Armour and Force Fields do not normally protect against the special damage. Accurate 1 Indirect 1 Abilities and Disabilities. are allowed a Reflex Save (diving for cover. and direct target. If acquiring alternate attacks as Magical Powers Affects Incorporeal 1 Irritant 1 (see Magic. each armament is Concealable 1 Muscle-Powered 1 normally designed for use by whomever is controlling the mecha. and Tangle all modifiers) and the targets defence roll (including all modifiers) divided would create restraints that have 4 Hit Points for every 5 damage.” and the like. see Own a Big Mecha for more information on page 56). Tangle creates Ability is combined with the Area Effect Ability. unless he or she Drain Body 1 Penetrating (Armour) 1 possesses the Extra Attacks Attribute (page 47) and the Special Attack Drain Energy 1 Penetrating (Force Field) 1 has the Flurry Ability (page 64).” “lawful. Incapacitating. 62 . • ALTERNATE ATTACKS SPECIAL ATTACK ABILITIES Although a character or mecha often uses his or her highest-Rank The following Abilities may be assigned to a Special Attack. the attacker scores hits (minimum of one. An Contagious 2 or 4 No Regeneration 1 operator can only fire one of the weapons each round. maximum Disability). page 51) the secondary attacks drain the regular 2 Energy Area Effect 1 Linked (Attack) 2 Points/Rank. the character instead Spreading. but descriptor. Irritant. If a weapon is created from this category. Spreading. The special effects of Area Effect. While this rule will balance the damage (important when considering Armour and Force Fields). the Special Attack will be modified accordingly. Superstrength. applied to the first hit in an Auto-Fire burst — all others only inflict the normal damage of the Special Attack. Flare. Massive Damage. Irritant. Aura counts Attacks with the No Damage Disability are treated as one Rank as two Abilities. This applied to the same attack). and Tangle are determined by the This is an attack.” “evil. it automatically restraints that have 4 Hit Points for every Special Attack Rank. if may not be combined with the Linked (Attack) Ability. Irritant. Each hit delivers separate determine the special effect scope. For the above examples. if a character attempts to hit a target If this alternate rule is used. rounded down. Homing 1 or 2 Undetectable 4 Incapacitating 3 Unique Ability 1 SPECIAL ATTACK DESCRIPTORS Incurable 4 Vampiric 2-4 CHAPTER 6: ATTRIBUTES Many d20 games assign attacks descriptors such as “magic. Before objects or terrain in the vicinity may avoid damage completely (GM’s making an attack. and may assume the area radius is equivalent to 5 feet for every Special Attack Rank. If this Score by 2 for every Special Attack Rank. Aura 2 Linked (Attribute) 1 Auto-Fire 3 Long Range 1 • MECHA WEAPON ATTACKS AND DIFFERENT GUNNERS Burning 1 Mind or Soul Attack 5 If a mecha has the Special Attack Ability. Incapacitating. • AUTO-FIRE To introduce randomness into these special effects. each manned by a different character. The primary attack — the attack TABLE 6-2: ATTACK ABILITIES with the highest Rank — is the only one that costs the standard 4 ABILITY # OFSLOTS ABILITY # OF SLOTS Points/Rank. a little more calculation is involved. All affected characters critical hit multipliers are not included in the calculation. Area Effect can be Effects Based on Damage Inflicted assigned multiple times. alternate or backup ones may also be possessed. Players may assign a descriptive term to a The attack is unusually accurate giving a +4 bonus to Attack rolls Special Attack at a cost of 1 point per term (multiple terms may be (or Ability checks if the attack has the Mind or Soul Attack Ability).

CHAPTER 6: ATTRIBUTES 63 .

Armour does not protect against the extra burning damage in subsequent Examples of this type of attack include chemical clouds. the Area damage/Rank inflicted daily (rather than round-by-round). larger This Ability represents long. naturally. The drained Points return at the must also be assigned. The attack may incapacitated. In addition to the This represents any form of attack that can instantly incapacitate a damage delivered to the victim’s Hit Points. The save is normally a Fortitude save. For example. or extendible attacks such as weapons such as swords and machine guns can be designed as a prehensile whip. a “slow burn” inflicts 4 outlined under Area Effect. If a attack roll. the target will suffer an additional 1 at the rate of two every hour. If the attacker is strong enough • CONTAGIOUS to physically lift the target. The attack drains away the victim’s personal energy supply. Each time Enduring is assigned. Characters with appropriate Special Defences visible — a weapon built into a mecha has obvious barrels or gun ports. unless the Incurable Ability (see below) is also taken. the No Damage Disability must also be assigned. or another form of incapacitation takes: asleep. he or This option is only available for Hand-Held weapons. each for example. The CHAPTER 6: ATTRIBUTES Concealable as well. When designing the attack. or personal gear. the victim must make a saving throw recover at their normal rate. fourth using the fourth Base Attack Bonus. This Intelligence drain is in addition to any Hit Point losses minutes. A Concealable weapon is not so obvious. or some other willpower-destroying emotion. etc. or supercooled vapours. The Ability is usually combined with the page 62). The second attack would be made using the characters second Toxic Disability. energy-lash. In a setting where electronic Sensory Block is not common (such as • DRAIN ENERGY ancient Japan). in addition to the first regular some contagion may require a Will save. or similar attacks that deliver losses from the attack. would make three Weapon Attacks at +17/+12/+7. attack remains active within the affected area over multiple rounds. To The attack or weapon fires a projectile or energy bolt that can track design an attack that only drains the chosen Ability. The GM should adjudicate use. Every target looking at the + the Rank of the Special Attack (made on an hourly or daily basis). Lost Energy Points the attack does physical damage. also be generalised to cover other sense-overloading attacks. The • HOMING Ability drain is in addition to any Hit Point losses from the attack. The victim’s Intelligence is reduced by 2 multiplied by the Special transformed into an inert doll. If the initial attack damage the No Damage Disability must also be assigned. attack. or Charisma (chosen when the attack is designed) is reduced by 2 multiplied recovery cannot take place until some exotic event or treatment has 64 . and may require several rounds for full neutralisation). the hourly burn and slow burn damage will continue until If the target is hit (or in the radius of an Area Effect weapon attack) the victim is dead or makes a successful Fortitude save against a DC of 15 the defending character may be blinded. For more cinematic games. Most pistol-sized or knife. the target’s Constitution is drained to 0. continuing damage over several rounds. Contagious counts as two Abilities if mildly contagious Base Attack Bonus. a Special Attack can only be used once each round (see Effects and countermeasures. the contagion may be automated multiple times in a round if that character has multiple attacks — one under some circumstances. someone must fail the Save at a -4 penalty This Ability allows a character to use his or her Special Attack in order to be affected. and the or four Abilities if highly contagious. a prospective victim must fail a Fortitude roll since they require great talent to execute accurately. Incapacitating counts as three Abilities. a successful attack can trip or disarm an Some or all of the attack’s damage or other effects will be passed on opponent (snagging a hand-held weapon) in lieu of delivering damage. This attack may be a wave of fear. it may extend out time it is taken. save versus a DC 15 + Rank of Special Attack to be affected. mecha she is blinded for a number of combat rounds equal to the amount by weapons. Burning can be defined as a “hourly burn. however (page Points per hour of rest. The effects will wear off in several Attack Rank. Homing counts as two Abilities. and if the attack misses or the target successfully defends. To design from the attack. To design an attack that only drains Energy Points. Lost Ability Score Points are recovered at two round. it should depend on the Enduring can only be assigned in conjunction with Area Effect. awake but paralysed. opponent to sleep or turning him or her to stone. if a character • DRAIN BODY had a Base Attack of +17/+12/+7 and had this Ability twice. The victim’s Strength. the No an attack that only incapacitates the target. may best represent a disease or slow poison attack. • INCURABLE • DRAIN SOUL The attack produces wounds or other effects that do not heal The Attack affects the victim’s spirit. To design an attack that only drains Intelligence. but inflicts no other and follow its target. rounds. rate of two every hour. Drain Body counts as two Abilities 60). If built as a Hand. turned to stone. target’s defence rolls are at a -2 penalty. or Constitution (chosen had it once. the character would be able to attack twice at +17/+12. he or she The attack causes the victim to suffer weakness and/or loss of co. with one hand and concealed under clothing. Anyone entering or remaining case the damage is 2 per Rank rather than 1 but is applied on a daily basis in the area is immediately subject to the attack. To design an attack that only drains the chosen Ability. Drain Mind counts as two Abilities. Rather than recovering despair. This drainage is in addition to any Hit Point This represents acid. Alternatively. add an extra 2 to the DC of the Fortitude save. (page 67) will not be blinded. razor-ribbon. it is highly contagious. Dexterity. A Homing attack is vulnerable to Sensory Block. a tranquilliser or similar drug. flaming liquid.” in which electrical charges. causing • INCAPACITATING him or her to become fatigued and/or despondent. Such non-damaging attack stunts are made at a -4 penalty to the attack not everyone will be infected. The type of attack. Flare can from the mecha or be disguised as something else. Normally. Regardless of whether the No Damage Disability must also be assigned. Flare may be taken multiple times. and are incurable by normal methods. the No Damage Disability Damage Disability must also be assigned. If he or she only ordination. attack must roll a Fortitude save against DC 10 + 2 per Rank of the • CONCEALABLE Special Attack. specify the form the be a psionic attack. flexible. Drain Soul counts as two Abilities. (either Fortitude or Will — decide when the attack is designed) against • DRAIN MIND DC 10 + 2 per Special Attack Rank to avoid being completely The attack causes the victim to lose his or her mind. The drained Points return penetrates the opponent’s Armour. Alternatively. If mildly contagious. this means it is small enough to be used the attack might cause deafness. he or she is rendered unconscious weapon will return to try again (only one more time) in the next combat but does not die as normal. This Ability Effect attack remains active for 1 additional round. to others who touch (or otherwise contact) a victim. Unlike a regular • FLARE Burning attack. If a target character fails his or her Fortitude save. the attack causes the same foe even if it does not inflict actual damage. when the attack is designed) is reduced by 2 per Rank of the attack. If taken • FLURRY twice. This includes putting an loss of Energy Points. or similar attack mode. Held Weapon or Personal Gear. The victim’s Wisdom at a normal rate or being amenable to standard medical treatment. sheets of fire. Such weapons are normally assumed to be which the save was failed. damage/Rank of the Special Attack each round for 5 rounds or until the • ENDURING effect is somehow neutralised (GM’s discretion. Finally. • BURNING by the Special Attack Rank. The character receives a +4 bonus to his or her punishment. For example. • FLEXIBLE sized weapons are Concealable. the third using the third Base Attack Bonus. defence checks are (rather than round-by-round). but extra use per round each time it is assigned.

It can be freezes the target in ice. • Q UAKE • LINKED (ATTACK) This attack causes a linear shock wave in the ground.). A victim may fall into the crevasse if he or she fails a Reflex save (DC attack. or Teleport. Long Range weapons are typical of beam cannons on Attacks that can entangle the victim may include a spray that spaceships. the linked attack automatically fails too (with full Energy Point quake that delivers a total of 15 damage creates a fissure 12 feet deep. Thus a etc. like a sword or gun). or traps him or her in the branches of an assigned multiple times: each time it is taken after the first doubles the animated plant. An attack with this Ability inflicts temporary damage such as an Metamorphosis. causing An attack with this Ability is “attached” to another (or “master”) rumbling and fractures. Spreading is often assigned in conjunction • LINKED (ATTRIBUTE) with the Short Range Disability. A victim the player must specify either Mind or Soul as the focus of the Ability. then the Armour does not be used on a solid surface (which may be earth. Whether or not damage penetrated Armour. attack hits. and affects Insubstantial or Astral characters The weapon can fire shots in a high ballistic arc. on its own. A character is usually able to speak. and critical hit • SPREADING multipliers only apply to the master attack. occurred. This allows the attacker to shoot at • MUSCLE-POWERED targets hidden behind buildings. This Ability extends the range to 1 mile (20 • TANGLE miles in space). Stun damage cannot kill. During creation. An attack with this Ability is attached to one of the following • STUN Attributes. If a target does not successfully standing on the ground. the subject maximum rating). or a different Special Attack. A Tangle attack also inflicts damage must roll a successful Intelligence (Mind Attack) or Wisdom (Soul as normal unless the No Damage Disability is also assigned to the Attack) check for his or her character (though appropriate Skills can attack. and is doubled for every additional 5 damage the attack inflicts. Each time Penetrating (Force Field) is assigned. complex gestures. 65 . an itching spell. The fissure will be approximately 3 feet deep for this linked attack automatically hits as well (no defence allowed). sand. Tangle counts as two Abilities. Since the Earth’s horizon limits line-of-sight for characters Points for every Special Attack Rank. Unless the GM indicates Rank. it has the advantage that it may be used to incapacitate a foe An ordinary attack is assumed to have an effective range of about without the risk of killing him or her. An attack This type of attack spreads to cover an expanding area like a cone with the Linked Ability may not be given the Accurate or Long Range of energy or a spray of projectiles or energy bolts. the subject special means (such as fire or water) defined when the Tangle attack is created. further penalises the target’s Defence roll by -1 and doubles the number Linked (Attack) counts as two Abilities. Superstrength. Soul Attack ignores • INDIRECT Armour and Force Fields. Each time Penetrating (Armour) is assigned. The entanglement has 4 Hit actual range. etc. or someone else • NO REGENERATION must spot the target and relay its position to the attacker. The master attack may be an ordinary weapon (such as an item of person to fall into its depths unless it is combined with the Area Effect CHAPTER 6: ATTRIBUTES Personal Gear. and cannot perform actions that require (Mind Attack) or contest of spirit or will (Soul Attack). 15 + Special Attack Rank). the attacker’s Intelligence or Wisdom check total). hills. weapon with the Indirect Ability can be used under normal medium and • PENETRATING (ARMOUR) short ranges without any penalty. To effectively fire at an indirect location. of possible adjacent targets. The character adds any damage modifier due to Strength to the is tricky. each one otherwise. grenade launchers and artillery guns. Examples include normally. he or she is trapped until sufficient damage is combined with the Indirect Ability (see above). which the character must also possess: Insubstantial. Force Fields. Quake can only damage to successfully penetrate Armour. A otherwise recover or be repaired normally. cement. up to a maximum of one extra target for every Special Attack attack. Indirect fire weapons. only one Special Attack can be attached to each master attack. This Ability is delivered to the entanglement to reduce its Hit Points to zero or lower incompatible with the Melee and Short Range Disabilities. or other obstacles (or even shoot This ability normally is only appropriate for melee or thrown over the horizon. Low Penetration. simple webbing. cannot defend (ignore The attack is not a physical attack but rather is a mental assault Dexterity bonuses for AC). if applicable). Multiple adjacent targets in the Disabilities. Although the attack Attack Rank. If that master attack is successful. but if the first 5 damage (including bonuses for Strength and Massive Damage) it misses or fails to penetrate the target’s defences (Armour. subject to GM approval. the character body movement (GM’s discretion). or asphalt). multiple Long Range Abilities are often defend a Tangle attack. must be able to “see” the target (sensors can be used). a living subject will be affected by that Attribute provided he Lost Hit Points are recovered or repaired at one Point every minute rather or she fails a Fortitude save to resist against DC 10 + 2 per Special than at the normal rate. must make a Fortitude save against DC 10 + 2 per Special Attack Rank. • PENETRATING (FORCE FIELD) If the target fails. (at this point it is destroyed). Indirect fire This is a lesser form of Incurable. 300 feet (2 miles in space). its range and accuracy are dependent on the attack to which attack path may also receive damage if they are lined up or in a dense it is linked. The defender receives Abilities or the Inaccurate. A trapped character has restricted • MIND OR SOUL ATTACK movement and attacks physically at a -4 penalty. If the electric shock that shorts out electronics and renders people unconscious. If the master attack hits and delivered enough one that delivers 30 damage creates a crevice 96 feet deep. The attack can only be used in conjunction with the master formation. guided missiles. if the Long Range Ability is also assigned). not to each attack. however. the character is partially blinded and distracted (-2 The Force Field Attribute does not stop damage from these attacks penalty on all rolls to do anything) for a number of rounds equal to the as efficiently as usual. or Short Range a -1 penalty to his or her Defence roll. protect at all against the damage of the second linked attack. Furthermore. Both versions count as five Abilities. or the guns of tanks or mecha. a skunk’s musk. a gas mask or the like offers protection. or less damage than normal from the attack (up to the Armour’s similar effect. Size Change. This requirement must be specified when the attack is makes a Will save plus any bonuses for the Mind Shield Attribute (DC is designed. only inflicts temporary damage (compared to the real damage of a regular • LONG RANGE attack). bonuses from Massive Damage. the amount by which he or she failed the save. who has partially destroyed an entanglement may regain additional Instead of using the character’s base attack bonus to hit. Armour does not stop damage from these attacks as efficiently as • IRRITANT usual. instead of a normal defence roll. Armour stops 10 This represents pepper spray. it cannot be used separately. Irritant is usually taken in Force Field stops 10 less damage than normal from the attack (up to the conjunction with the Toxic Disability to simulate an attack against which Field’s maximum rating). An “Incurable” entanglement can only be damaged by some modify this). however. Pocket Dimension. the attacker attack’s base damage. Incurable counts as four Abilities. The damage from the attack results in a -2 penalty to the attack roll with an additional -6 penalty if cannot be restored using the Healing or Regeneration Attributes but can the target cannot be physically seen by the attacker (for a total of -8). Melee. while cost. The quake “fault” will only be large enough for one attack. The Spreading Ability can be acquired multiple times. a Natural Weapon or unarmed Ability. Damage and may not be combined with the Aura Ability or No Damage Disability.

Any values or Points in excess of the user’s Fields relative to its damage. Of course. DISBILITY # OF SLOTS DISBILITY # OF SLOTS It is sufficiently limiting that it is equivalent to two Disabilities. the trap can be deployed at a range. Melee 2 Unreliable 1 Characters that use Special Attacks with the No Damage Disability may No Damage 1 Uses Energy 1 or 2 still need to roll to determined the effectiveness of some attack Abilities. Without the Melee • EXTRA ENERGY Disability. with either of the two Penetrating Abilities. This may represent a mecha’s built-in internal security systems or an or Mind or Soul Attack Abilities. page 50). and Aura Abilities at the same time. CHAPTER 6: ATTRIBUTES The attack has some other unspecified Ability that is not listed. booby trap. with each time doubling the Most Special Attacks have a visible component that makes it easy Energy Points requirement. Linked (Attribute). but the attack suffers a -4 attack penalty and the damage is divided in half. The GM may disallow any combination that seems or a touch that inflicts debilitating effects. or Tangle that Internal 1 Stoppable 1 produce effects that do not rely on physical damage. This Ability is most often The attack is only usable inside a specific mecha or other structure. This Extra Energy 1 Slow 1-5 Disability is usually only taken if combined with Abilities such as Drain Inaccurate 1 Static 2 (Any). • MELEE ATTACK DISABILITIES The attack is only usable against adjacent opponents and may require Some. the character could heal him or herself). The Melee Disability TABLE 6-3: ATTACK DISABILITIES cannot be combined with the Long Range Ability or Short Range Disability. or simply burns out. only one attack. the Disability is worth two fewer slots (minimum of 1 slot). or one that drains Ability Score values. Incapacitating. the lost The base number of Disability slots are for attacks that take several Hit Points or Ability Scores are transferred to the attacker. Flare. including the creatures). and they must remain down until the character’s turn to act on Trap Ability can be paired with the Melee Disability (right column) to the following round. • UNDETECTABLE Extra Energy can be taken multiple times. If this Disability is (double damage to evil creatures). It requires the character to turn off all Force Fields before using the check (DC 10 + Special Attack Rank) will reveal the trap’s presence. or two Abilities if normal damage is delivered. Examples can include an attack that alters the The attack is only usable for a few combat rounds. Vampiric minutes or more to “reload. if taken three times. for targets to determine who is attacking them. The attack costs twice as many Energy Points as normal. Targeted counts as one Ability if no damage is delivered to attacks.” If the attack can be “reloaded” with one counts as two Abilities if the attack can only restore lost Points or Ranks action. Finally. If the attack • VAMPIRIC also has the Auto-Fire Ability (page 62). An attack with the • INACCURATE Undetectable Ability does not provide any indication that it is about to The attack is not as accurate as normal ones. and either runs out of ammunition or power. hollow- normal Rank fade at a rate of 10 Hit Points or two Ability Score values point bullets. An example is a rocket launcher that produces a hazardous weapon that requires a vacuum to work). it counts • LOW PENETRATION as four Abilities if it can increase the character’s Ability Scores above their The attack has an inferior ability to penetrate Armour and Force normal maximum value). GMs must approve Special Attacks with multiple assignments of Low Penetration. associated with non-physical attacks such as ones with the Drain (Any). chaos energy (double damage to lawful taken twice. it affects everyone in a 5-foot radius around it. A successful Spot Skill Field. many Melee weapons inappropriate. “only in water” affects anyone or anything standing directly behind the attacker (within (representing a torpedo) or “only in space” (representing a powerful 5 feet). Backblast cannot be combined with the Area Effect non-Targeted opponents. can be thrown as well in desperate situation. (thus. Irritant. Any Armour or Force Field per hour. penalty to all attack rolls. or some other similar device. an attack could be good energy normally one quarter the damage of the actual attack. up to three attacks. maximum value (no more than twice normal. Upon a successful attack. if taken twice. simulate a booby trap that must be carefully planted. Only In (Environment) 1 or 2 however. but some spells or other The attack inflicts double damage to a specific group of targets and abilities might have similar risks. If for a -8 or -12 penalty. Undetectable counts as four Abilities. or 4 Ability slots. one that affects the appearance of the target. one “attack” means a single This Ability can be added to any attack that causes normal damage Auto-Fire burst. The environment should not be 66 . The damage of the backblast is normal or no damage to everyone else. and • LIMITED SHOTS is subject to GM approval. for example. This Disability is incompatible Spreading Abilities. the number of Disability slots is reduced by 1 (minimum of 1 slot). Vampiric costs 2. and imposes a -4 strike and cannot be traced back to the attacker using normal methods. The attack. Backblast 1 or 2 Self-Destruct 4 • NO DAMAGE Drop Shields 1 Short Range 1 The attack does not deliver ordinary physical damage. however). a successful attack roll This is only appropriate for characters acquiring the attack as a indicates that the Trap was fired or tossed into the correct area. none. the target knows he or she is under attack. The number of Ability slots is determined by the GM based this Disability once means it can make up to six attacks. or detrimental attacking character (unless he or she also has Immunity to one’s own to a specific race. An example of a Melee attack is a physical or energy sword Special Attack. • ONLY IN (ENVIRONMENT) • BACKBLAST The attack or weapon can only target objects that are on or in a The attack produces some sort of backblast or other side effect that particular limited environment. or many of these Disabilities may be assigned to a physical contact. • TRAP • DROP SHIELDS The attack lays a mine. • TARGETED backblast to anyone standing behind the gunner. It counts as three Abilities If the attack can be “reloaded” instantly (an ammunition source is still if the attack can increase the character’s Hit Points above their normal required). Assigning many more. life energy (double damage to undead creatures). This Disability can only be taken if the character also has a Force which “sits and waits” until someone triggers it. attack for which the character draws power from a mechanism inside and • UNIQUE ABILITY channels it through his or her body. This Ability may not be combined with the Area Effect or Attribute stops an additional 10 damage. the more effective the attack. Examples include shotgun blasts. This Disability can be taken two or three times This may result in the attacker gaining surprise (target is flat-footed). he or she may still defend but • INTERNAL does not gain his or her Dexterity bonus to AC. The damage value Limited Shots 1-3 Toxic 1 of the attack is used only to rate the effectiveness of these special abilities Low Penetration 1 Unique Disability 1 — the greater the damage value. 3. after which it target’s memories. Thus. on the benefit the Unique Ability provides. or phased plasma guns. Magical Power.

Attribute (page 38). Cost: 1 Point/Rank • SHORT RANGE Relevant Ability: None This attack is only usable at fairly close range (effective range of Progression: The character gains 1 Special Defence slot/Rank about 30 feet). Special Defence can be acquired The attacker must use one combat action to aim. It counts SPECIAL DEFENCE as four Disability slots. an attack that drains Upon a successful Wisdom check against DC 10. To stop the attack. This could Air/Oxygen to Breathe Survive in low-oxygen environment Does not breathe be due to a need for precise aim or total concentration. which is subject to GM approval. super martial artists or super ninja who may possess exotic ki-based Slow moving missiles and plasma bolts are examples of attacks that might abilities that let them perform unusual stunts like running over water. or otherwise malfunctions. the attack can be stopped in mid-flight. or another reason. the GM draining 5 Energy Points. The character is considered flat-footed One Type of Magic +3 Defence and saves +6 Defence and saves while preparing to fire the attack. 47) can use one of his or her extra actions to prepare the attack rather for two slots. a dragon whose walking/running speeds. radiation. the character has complete or enhanced resistance. the astral Any time this attack is used and the attack roll is an unmodified (or plane (the body is left behind). The Slow Disability can be taken more ability to survive under harsh physical conditions. Cost: 1 Point/Rank Stoppable may not be combined with the Melee Disability. This Disability may not be used with the Linked (Attack) Ability. toxin. the character can Hit Points from the user. it uses 5 Energy Points per Rank. This Disability is not available for • SELF-DESTRUCT Magical Powers. see the Adaptation than once to represent an attack that takes even longer to initiate. If the environment is very rare in the campaign. For example. maintaining a very low profile. Each time this method is assigned. A cannon shell would probably not qualify. will not work again until some condition is fulfilled. to two-six hours. The character will take half damage (round down) from most falls • UNIQUE DISABILITY and always lands on his or her feet. It may not be combined with Limited Shots. or ice at full speed. The GM will determine burns out. alternate Earth. and while the The character can skim over sand. or of other special movement abilities. charge. page 66). TABLE 6-4: SPECIAL DEFENCE • STATIC Effect 1 Slot 2 Slots CHAPTER 6: ATTRIBUTES The attack cannot be used while the character is moving (or if a Ageing Ages slowly Does not age mecha weapon. This allows a character to move quickly while breath weapon has “burned out” might have to eat a hearty meal first). other harmful effect that only damages living things. The attack has some other unspecified limitation. he or she cannot carry out other activities. before each attack. The Special Attack if Dimension Hop is appropriate for his or her campaign. etc. a successful hit (or SPECIAL MOVEMENT hits) must deliver at least 3 damage for every 1d8 of damage of the attack. this Disability to themselves very rarely). The Short Range Disability cannot be combined with the A character with this Attribute is resistant or completely immune Long Range Ability or the Melee Disability. while the mecha is moving under its own power). or might be static Hunger Need to eat once every 2-4 days Never need to eat because of recoil. 67 . such as Asgard. have Stoppable two or three times. repairing a mecha weapon requires a skilled individual to make a • LIGHT-FOOTED successful Intelligence check (one attempt each round). sound. Someone with the Extra Attacks Attribute (see page If a category is assigned one slot. the attack fails to take place and the weapon or ability either character can travel to another single dimension. each further assignment doubles the transit time. Non-living material (such as most mecha) or characters who have the appropriate Adaptation • CAT-LIKE or Special Defence Attributes are immune to its effects. four increases the time their own as well. if so. chant an multiple times to represent a character who is resistant or immune to incantation. one that is extremely costly to operate. biological weapon. and. etc. normally one whose • SLOW effects are otherwise insidious in nature. load the weapon. overheats. instantly travel between his or her home dimension to one other • UNRELIABLE dimension. character is making repairs. The same could apply to a magical attack with a Intelligence check • SLITHERING needed to remember the correct words. The GM and players are encouraged to develop increases the time to 10 rounds (about a minute). Specific Attack Ability +3 Defence and saves +6 Defence and saves Consequently. each attack environments). but a missile or plasma-ball might. the character is partially resistant. target to two rounds. Static is worth two Disabilities. Heaven. which automatically use energy (see the Extra Energy Use of this attack destroys the weapon (characters obviously assign Disability instead. This Disability is usually combined with Melee and Area-Effect to represent an explosive self- destruct system. For than wasting the entire round. may allow this to count as two Disabilities. Other remedies might be The character can slither along the ground at normal appropriate for recovering different attacks (for example. “only in air” is not • USES ENERGY valid unless a lot of the game action will take place in airless The attack draws upon the user’s personal energy. Pain Unwanted sensation is reduced No pain is felt • STOPPABLE Poison Half damage or effect Immune The attack fires a projectile or energy bolt that is massive or slow Sleep Sleep once every 3-7 days Never need to sleep enough to be shot down and does not reach the target until Initiative zero. Hell. The character may select one special movement ability (from the list • TOXIC below) for every Rank of this Attribute. five increases the preparation to days. snow. jams. This Disability can be taken twice. Stoppable may Relevant Ability: Dexterity be purchased more than once to reflect an attack that takes even longer to Progression: The character gains 1 type of movement/Rank reach the target. Several examples of Special Defences and their Assigning it twice increases the time to three rounds. the “natural”) 1. The weapon might Disease Half damage or effect Immune also require all power to be diverted to its energy supply. Anyone with an unused combat attack action during the same round may make a ranged attack against the projectile. to a specific type of uncommon ailment or injury. three assignments effects are shown below. Examples could include a weapon that fires in a random • DIMENSION HOP direction. Assigning Stoppable twice increases the time to reach the This Attribute is appropriate for characters such as non-humans. or perform some other necessary activity different kinds of attacks/events. one that is ubiquitous in the campaign (for example. etc. GMs may also develop a selection The attack is a gas.

wasps. and each creature in it dies if it is hit (no Defence roll is allowed). write at current Hit Point incredible speeds. A swarm can be attacked normally. Progression: The character’s Strength is increased by 8/Rank While Enhanced [Ability] (see page 46) allows players to increase their character’s Ability Scores. Progression: The character’s Spirit Ward inflicts 1d8 damage/Rank. and gains Additionally. possible at an appropriate holy place such as a shrine. • ZEN DIRECTION SUPERSTRENGTH When the character opens his or her mind to the natural world. If a Spirit Ward is placed on a person who is possessed by or under the Mind Control of a • WATER-WALKING supernatural entity. this is up to the GM. For example. In many instances. In addition to gaining +2 Initiative at each Rank. bats. or church. crows or other creatures or things (such as harder to hit when moving quickly due to the incredible speed at which tiny attack robots). he or she can proceed down hallways or climb an Repeated attempts are possible as long as the creature still has Energy alleyway between two buildings (bouncing from wall to wall). Thus. Consequently. however. Progression: Descriptive. For more information about Speed and its dramatic ability. unconscious as a normal character would.600 mph. • WALL-CRAWLING If a supernatural entity is struck with a spirit ward (this requires a The character can cling to walls or ceilings as though they were on successful attack in combat). all the critters of the swarm must remain within close +4 Initiative. (walls). will penetrate the target’s defences. or other supernatural spirits. the spirit ward might burst into flame or otherwise vanish. targets suffer a -1 Will save penalty/Rank. a swarm of 200 creatures requires 200 attacks 68 . influence on combat. RANK 2 The character can move at speeds up to 100 mph. the controlled character receives a chance to break The character can run over water as if he or she were on land. This might only be she walks or runs. Against some critters. for every round the ward is in contact with it. Unless an opponent is using an attack with the Area Effect or Spreading Abilities (see page 62 and 65). the character cannot use any of RANK 1 The character can move at speeds up to 50 mph. The type of swarm must be determined during character creation. It inflicts 1 damage for every 10 critters (round up. but does not fall +8 Initiative. minimum one RANK 4 The character can move at speeds up to 400 mph. or a scent when he or against demons. This counts as two Special Movement abilities. ghosts. the character is creatures: rats. damage. and attack. Fast characters can also read books quickly. however. When transformed into a swarm. and gains A swarm’s Base Attack Bonus is equal to its Attribute Rank + 4. stop some or all damage. its power overcome by the intruder. The “right” direction is Relevant Ability: Strength not always the desired direction. This Cost: 2 Points/Rank means that the character will not run into buildings along city streets Relevant Ability: Constitution because he or she can perceive them early enough and make sharp turns Progression: The character can transform into 1 critter/Rank for every to avoid them. even regular clothing may be enough to +12 Initiative. +6 Initiative. Regeneration. A swarm has zero Energy Points. and gains attack. Hit Point multiplied by the Rank in this Attribute. the Armour RANK 5 The character can move at speeds up to 800 mph. RANK 3 The character can move at speeds up to 200 mph. and gains damage) in the swarm. temple. see page 119. as well as perceive the world at an increased pace. proximity of each other (within a radius of 10 feet per Rank). and perform normal chores and activities at enhanced A character with this Attribute can transform into a swarm of small rates. Massive Damage. it is somewhat limiting to superstrong SPEED characters and mecha. a fast-moving character can still interact with the world. or other portal with a ward on it unless the entity The character can move at regular walking speed without touching expends great effort (spending 5 Energy Points per Rank of the ward and the ground by bounding back and forth between nearby vertical surfaces making a successful Will Save against DC 15 plus the Rank of the ward). • UNTRACKABLE A character with this Attribute can create potent spirit wards The character never leaves footprints. and gains and Force Field Attributes will protect the target character from all +10 Initiative. Many characters with Speed will also possess one or more Ranks in The character can create one critter from his or her body for every current the following Attributes: Improved Initiative Feat and Extra Attacks. A supernatural entity cannot pass through a • WALL-BOUNCING doorway. In an anime SWARM game. This free (see Mind Control. Each situation will be different. it suffers 1d8 damage per Rank of the ward the ground or floor. observe. window. basically limited to three options: move. • SWINGING/BRACHIATING SPIRIT WARD The character can swing through forests and cities (areas with Cost: 1 Point/Rank natural or artificial structures above swinging height) using Relevant Ability: Wisdom vines/ropes/webbing or simply his or her arms. only a single member of the swarm can be killed per attack (GM’s discretion). tracks. the GM must determine how much damage. If the entity does pass through. see below A character with Speed can move much faster than a normal character. a character Extra Defences. The actions of the swarm are Initiative. Points to spend. and gains +2 his or her existing Attributes or Skills. he Cost: 4 Points/Rank CHAPTER 6: ATTRIBUTES or she will always move in the “right” direction. Heightened Awareness. counts as two Special Movement abilities. Anime heroes and giant monsters are will known Cost: 2 Points/Rank for possessing strength well beyond mortal limits. if any. since the Attributes stop sufficient damage from each critter RANK 6 The character can move at speeds up to 1. Such characters possess Relevant Ability: Dexterity the Superstrength Attribute. with 50 current Hit Points who has Swarm at Rank 4 could transform and Special Movement Attributes. Anime vampires or demons most often possess this the character is moving. into a mass of 200 creatures (50 x 4 = 200). page 53).

Telekinesis may represent psionic ability. to be completely destroyed. and • AIR after a battle. To accomplish this. Some examples are given below. tons. while attacks with the Area Effect Ability can 10 + 1 per Telekinesis Rank to retain the weapon. The character can only affect flames of an Characters with the ability to existing fire.000 in space. damage delivered equals 2 Points/Rank. (a person). him or her uses the same procedure. Since fire element (Earth.1 pounds. The character can also levitate an object (or group of objects) and have it strike • WATER another person as if it were a short-ranged The character can thrown weapon. A cubic yard of Progression: Descriptive. Transforming forms of energy) costs 4 Points/Rank. he or she needs Flight (page 47) A character who dissolved into a swarm may choose to use an action rather than Telekinesis. The character will return to This restricts the character to telekinetically normal form with Hit Points equal to the number of critters that moving (or sculpting) a particular type of recombined divided by the Swarm Attribute Rank (round matter. while a cubic yard of solid move it without physically granite weights about 2. roll. etc. magic. to fly at speed exceeding 30 feet/round. This may effective strength declines by one Rank if used within be a mystical limitation. and move it at walking speed (30 feet/round) or manipulate it with • METAL the dexterity of a human hand. stone. all available critters in the Ordinary Telekinesis (capable of lifting anything physical.7 tons. Usage: Telekinesis Skill check against a DC equal to the target’s defence RANK 6 The character can lift up to 100 tons (a small spaceship or house). 2d8 damage for one up to 200 pounds. pounds. does not cost any Energy Points. a character with Rank a ton). manipulated: small fires at Rank 1 (like a A character using candle or match flame). if a character with 50 current Hit Points and Swarm at Rank 4 divided into 200 creatures. or constrict a target. see below packed dirt masses about 2 tons. Cost: 2 or 4 Points/Rank rock. etc.) does not have mass. 1d8 damage for up to 20 spirits. A gallon of 5 could lift up to 10 tons but could only throw water weights about 8 objects weighing up to 1 ton. as does the degree of steel weighs about 8 of fine motor control. RANK 3 The character can lift up to 200 lbs. or it a short range (up to 50 feet). recombined with only 130 available The character can only move air (or other gases). only works on metal. the Rank indicates the may also use Telekinesis to size of the flames that can be controlled and represent their particular ability. A cubic yard lift depends on his or her Rank. Damage depends • WOOD on the weight of the object hurled: 1d4 The character’s power only works on wood (living or dead). If attempting to disarm a character with 69 . and so on. to revert into normal form. If Telekinesis is used to directly crush RANK 2 The character can lift up to 20 lbs. the character would then have a current cubic yard of air weighs about 2. but not swarm (those not killed or trapped) must join together. For example. The same damage RANK 1 The character can lift up to 2 lbs.5 tons. the The character can same mass of concrete weighs about concentrate on an object and 2. a roughly 10’ x 10’ x 10’ room weighs 75 pounds. a normal attack and thus can be negated by a successful defence roll. Telekinesis works over a The character’s Telekinesis close distance (up to about 15 feet) at full strength. A critters. For example. • FIRE CHAPTER 6: ATTRIBUTES or some form of tractor beam. touching it. sand. Ranges multiply is actually based on by 1. applies to the object being hurled. Water. or can possibly start them with his magically control a particular or her mind as well (GM’s discretion). Attacks with the Spreading Ability can affect Telekinesis. If a character wishes be devastating to the swarm. but this requires a successful Power RANK 5 The character can lift up to 10 tons (a large truck). or by two Ranks if used may be the character’s power at medium range (up to 500 feet). A cubic yard of wood weighs less than a ton. 3d8 damage for one up to one ton. At a cost of only 2 Point/Rank. Enough air to fill total of 32 Hit Points (130 ÷ 4=32). (close to damage. This is treated as pounds. The weight Telekinesis can lift and move water. the back to normal form requires a character’s action for that round. but character may have a more focused Telekinesis. • EARTH TELEKINESIS The character can only move dirt. Accurately tossing an opponent so that he or she hits another target requires a successful to hit roll. The weight that a character can magnetics. A character who uses Telekinesis to grab another person and throw RANK 4 The character can lift up to 1 ton (a car). up to raging Telekinesis can lift an object infernos that cover several city blocks at or group of adjacent objects Rank 6. the subject should be allowed a Strength check against DC multiple critters at a time. He or she cannot Relevant Ability: Intelligence affect treated metals. This damage for an object weighing up to 2 ability is usually mystical in nature and common to nature priests and pounds. down). A lift is reduced by a factor of 10 when cubic yard of water weights throwing an object hard enough to inflict about 1700 lbs.

choose to edit out some senses if desired. reading surface thoughts or sharing the subject’s sensory impressions only works if that particular subject is TELEPORT someone the character is close to. such as “fear” or “love” to Teleporting is much quicker than any other means of travel (Flight. for example. Alternatively. use mind reading to pick up” or “to the other side of the door”). It costs the vicinity and automatically shares the sensory experiences of 2 Points/Rank if its utility is somewhat restricted (for example. while the speech to a single non-telepath at normal conversational speeds safe distance is 10 miles. Relevant Ability: Intelligence A subject cannot detect a telepath reading thoughts or sensory Progression: Descriptive. the trainer learned to 70 .000 miles. It costs 3 Points/Rank if it has concentration. The character can carry anything while teleporting that he or she could normally carry. A successful mental Progression: Descriptive. while the safe RANK 3 The character can. If the subject is willing or loses the mental combat. such as a parent. unless he or she deliberately tries to block this universal utility. also transmit a single feeling. Space Flight. etc. etc. while transmitting thoughts. magical capabilities. etc.). the safe distance is 1. while the character can concentrate and read “loud” surface thoughts safe distance is 1 mile. concept (like “flower” or a person’s face) to a non-telepath on the character might adapt velocity to each Teleport individually. The character can transmit thoughts at conversational This Attribute allows the character to read and transmit thoughts. the effects of velocity will simply be ignored. Through painful experience. while counts as an attack. A Power Usage: Teleport RANK 2 The character can. pick up a single subject’s distance is 30 feet. deleting existing subject is in sight. Cost: 5 Points/Rank worker. mostly on the part of the pets. by concentrating. speeds to 21-50 people at a time. Alternatively. If memories or giving the subject false ones. or lover. sibling. however. heard. He Telepathy costs 1 Point/Rank if its utility is quite restricted (for or she automatically reads the surface thoughts of everyone in example. RANK 1 The maximum teleportation distance is 1 miles. and anime characters with longer consciously remember. The Progression: The character gains 1 trainer technique/Rank character can transmit thoughts at conversational speeds to 2-6 A character with Train a Cute Monster is experienced in the arts people at a time. while the safe subject’s eyes. another person. the subject is beyond normal perceptions.000 miles. If the and at higher Ranks.). the telepath can probe his or her memory for information he or she TRAIN A CUTE MONSTER needs. The beyond a “safe” distance. surface thoughts and sensory impressions (i. Telepathy. A character can or that has a very strong emotional content. demons who can tempt their victims often possess simultaneously. see through a RANK 2 The maximum teleportation distance is 10 miles. he or she may not memories or alter their thoughts. “only anyone he or she is actually touching without any need for with humans” or “only with beasts”). Accidentally teleporting into a solid object may be thought is something about which the subject is thinking hard fatal or simply cause a failed teleport at the GM’s option. simultaneously. see below invasion can even probe memories that the subject can no Telepathy is the classic psionic ability. see below impressions unless he or she has the Telepathy or Mind Shield Attribute Teleport enables the character to transport him or herself instantly at an equal or higher Rank. “only works with canines” or “only with close friends”). and sciences of pet monster instruction and fighting. use mind reading to pick Skill check against DC 15 should be required to perform a teleport up the ordinary surface thoughts of a particular subject. Two telepaths can communicate with one another at “malfunctions” for hours or days. by concentrating. The character can transmit sub-vocalised RANK 4 The maximum teleportation distance is 10. or can be otherwise perceived (touched. conversational speeds by reading each other’s thoughts. In many which he or she concentrates. long-term co. concentration to convey one concept. perhaps for an additional 1 or 2 up the “loud” surface thoughts of a particular subject. it is often risky. safe distance is 100 miles. If so. Relevant Ability: Intelligence unless deliberately blocking the ability. he or she can invade another person’s mind. the RANK 3 The maximum teleportation distance is 1. RANK 5 The character has the same capabilities as Rank 4 Telepathy. This RANK 6 The maximum teleportation distance is 1. Failure means the character ends up in the character can only read what a person is actually thinking at the wrong place (GM option) and his or her power “burns out” or time. close friend. aware of a mental invasion (although a non-telepath may not understand Teleporting is only possible if the character has visited the intended exactly what is going on). while the RANK 4 The character has the same capabilities as at Rank 3 Telepathy. the GM may ask the player to decide character can also transmit a word. which makes telepath to non-telepath communication slow. Telepathy normally works only if a only probe memories but may also alter them. the character will enter Mind Combat with him or her (see page 123). from 2-6 people. The When Teleport is first assigned. simultaneously. mental invasion is impossible.. The character can transmit ESP will often possess it.). It is a CHAPTER 6: ATTRIBUTES telepath (or attempt to block it with the Mind Shield). simple image. through the Heightened Senses or Sixth Sense Attributes).000 miles.000 miles. The character can distance is 300 feet. The GM may allow characters to teleport to unknown destinations (such as “100 yards RANK 1 The character can. to actually “invade” a person’s mind and probe their character succeeds with a mental invasion.e. See the Mind Combat rules (page 123) in destination or can clearly see or otherwise sense the destination (possibly Chapter 12: Combat for details of mental invasions.000 miles. It requires an entire round of campaigns. in which case the common ability for psionic anime characters and not unusual for sorcerers only way to get through is via mental invasion. The character will also instinctively read “loud” surface Cost: 1 Point/Rank thoughts of anyone he or she touches (unless deliberately Relevant Ability: Wisdom blocking the ability) without any need for concentration. feel what he or she feels. A subject will always be and various superhumans. by concentrating. or simple if velocity (speed and direction) is conserved during travel. he or she can choose to block the from place to place without crossing the intervening space. A “loud” Character Points total. or send a single powerful image or word to 2-6 people. Versions of telepathy may also represent other thoughts at conversational speeds to 7-20 people at a time. ability. and if the subject is unwilling or unaware. In addition.000. RANK 6 The character has the same capabilities as Rank 5 Telepathy. RANK 5 The maximum teleportation distance is 100. TELEPATHY except that he or she can read “loud” surface thoughts of Cost: 1-3 Points/Rank anyone in the general vicinity without any need for concentration.

and mastered the hideous rhyming may snap at or otherwise harass battle motto. motto can only be used once in a particular encounter. the monster heals five times as quickly as it would long as the character can supervise his or her monster’s otherwise. As long as the • FEED MONSTER monster is under his or her tender care. He or she also receives a +2 training session and costs the trainer and monster 4 Energy Points each. This technique takes a one- and even posture. the union of the two monsters is a positive. He or she understands which attack This is the ability to breed two to use for the greatest effect. it fills (such as type of the motto-using monster) — this character with pride r e q u i r e s while simultaneously appropriate revolting. but the resulting offspring is a horrifying menace. effectively control the creatures in battle and to properly care for their adds a temporary +2 to the monster’s Base Attack Bonus and a +2 needs in daily life. it heals Hit Points three The character knows exactly what to feed his or her times faster then it would otherwise. trouble is. Note that if two trainers opponent. or they mate. trainer loses 4 Energy This doubles the Points. not the character. He or she can recklessly. At the start of any combat round the trainer can spend 4 of his or her own Energy Points. combat through shouts of encouragement. A disciplined pet will types or newly evolved versions of be cautious during fighting. yelling “banzai!” and other energetic techniques. vitamins. the effects cancel each other out. It The character has is also likely to be bad tempered. however. it is the monster fighting. a has a good idea who his or her monster will face. Instilling discipline takes a one-hour monster. The effects last for (4 + the monster’s Wisdom) hours. attitude. or ingredients. but only immediately transferred to the against that target. If the The GM may require a Wisdom check. • MONSTER TACTICS The character has carefully studied cute • BREED MONSTER monsters in battle. Only characters with the Pet Monster Attribute may bonus to defence checks (this lasts for one round) or restores all of the take Train a Cute Monster. species. which are normal bonus. If the character also has Feed monsters to ensure they have a properly balanced diet. If chanted anyone nearby. wrong — they start fighting each other. apparent health. without seeing it hour training session and costs the trainer and monster 4 actually fight. A trainer can within listening range of Instil Ferocity against a an opposing trainer just specific opponent CHAPTER 6: ATTRIBUTES prior to a duel. A ferocious monster • BATTLE MOTTO receives a +1 bonus to its Base Attack Bonus. The mate. round. The GM can require characters to devote time trainers. • NURSE MONSTER The character is a natural monster physician. This option is useful if the trainer have mottoes. how they Rank in any league or organisation. when to order a finishing blow monsters together that do not normally at the right moment. Energy Points each. The opposing look-alike doll). The character can repeat the expenditure every character one trainer technique. and when to sound the retreat. It receives a +1 defence check bonus. and have them produce viable offspring. to continue giving the monster a bonus. The character to finding special food. cheerleading. They will not catch • STAT MASTER diseases and will recover lost Hit Points and Energy Points twice The character possesses an encyclopaedic knowledge of other as fast as normal. nutrition (which takes a half-hour per creature per day) the monsters will be healthier and happier. their Initiative rolls through the battle. and is in a position determined by the strangeness of the combination (usually 15 to to shout orders. Each Rank of Train a Cute Monster gives the monster’s lost Hit Points. as well as teams and monster dojo (if they exist). This either 71 . and teach it to go for the jugular. • ANALYSE MONSTER • INSTIL DISCIPLINE The character can identify all The character is especially good at making his or her monsters obey commonly known species of pet orders and resist their natural urges. minus one hour times the Wisdom of the 20 to 25) required to identify rare disciplined monster (24-[1hr x Wisdom] = hours). bonus to any Intelligence check (DC The effects last for 24 hours. then his or her monsters receives a +4 bonus on 20). The GM may • INSPIRE MONSTER require a Intelligence check (DC 20) to see if the trainer knows The trainer is especially good at inspiring his or her monster in anything about someone specifically. remaining Hit • INSTIL FEROCITY Points and elemental association from The trainer can instil the fighting spirit in his or her monster its size. the monster does not motto-using character for the gain an attack bonus against any other duration of the encounter. On a very bad roll something goes hideously conjunction with Inspire Monster. This can be used in viable hybrid. and will not lose control or expose itself existing species. keeps track of who they are. and what pet monsters they possess. On a successful roll. As Monster. boring and/or training aids (such irritating his or her as a picture or enemy. judge another monster’s Base Attack Bonus. with a DC character is supervising the duel.

Likewise. but the character can transform objects that are not The character cannot transmute material into new objects outside related. UNIQUE ATTRIBUTE Cost: 1-5 Points/Rank Relevant Ability: Varies Progression: Descriptive. For example. 72 . the cost is reduced by 1 Point/Rank. RANK 2 The Attribute has a moderate character or game effect. it cannot create Cost: 3-5 Points/Rank Items of Power. and one that is extremely useful should cost 4-5 Points/Rank (or more). Transmutation is only able to TRANSMUTATION make objects that could be classified as Personal Gear.” but more Points can be allocated to enhance the effects on game play and must be added if the Attribute would be of considerable benefit. For example. Unless the GM decides otherwise. see below The Tunnelling Attribute allows a character to move earth and/or burrow underground. a character who had no drastically different relative weights (up to 100 fold).” or “food. The of boots into a gun or lead into gold (different elements). familiarity with computers could not transmute a television into one using he or she could transmute a big pumpkin into a stagecoach. but the character can transform unrelated objects of which he or she was already familiar. Transmutation. Failure may indicate the new object does not function properly. an Attribute that is somewhat useful in the game should cost 1 Point/Rank. It also costs 4 Points/Rank if the character can only transmute one object RANK 2 As Rank 1. but it extends to minor items of Personal Gear. 3 Points/Rank if the character is limited to a transmutation within a RANK 4 As Rank 3. boring through solid rock is one Rank slower. similar to the tunnelling speed of ten men with shovels.” “clothing. RANK 3 The Attribute has a large character or game effect. the Relevant Ability: Intelligence character suffers a penalty to the Intelligence Ability check of -2 for each Progression: Descriptive. It a TV into a VCR. The cost is RANK 3 As Rank 2. for example. such as “regular clothes to battle that are only very loosely related. RANK 5 As Rank 3. GM may restrict any categories that seem overly broad or too powerful. the types of objects are unrestricted. RANK 4 The character tunnels at a walking speed (up to 10 mph). RANK 6 The Attribute has a primal effect on the character or game. but it extends to major Items of Personal Gear. The GM may choose to require a Intelligence Ability check (or relevant Skill check) if the character attempts a particularly complex TUNNELLING CHAPTER 6: ATTRIBUTES transmutation. The power’s effectiveness is limited to transmuting items general class of objects such as “metal. similar to the tunnelling speed of a bulldozer. or make spoiled food edible costs 4 Points/Rank if the character can only transmute (to or from) a again.” into mundane items of Personal Gear. but the content must be something with RANK 6 As Rank 3. but not or a lump of coal into a diamond (both are carbon) but not a pair transmute one object to another. or even create them an object RANK 1 Can transmute objects into other related ones as long as the from nothing. devices.” “weapons. a suit into a dress. He or she the character’s experience. he or she can costume. see below This Attribute covers any abilities not detailed in the rules. Transmutation costs 5 Points/Rank if the character can mass remains about the same. if the transform a metal clock into a gun (as both have metal in them) character can only create objects in one of the above categories. Tunnelling assumes that the character is going through sand or packed earth. RANK 5 The Attribute has an extreme effect on the character or game. RANK 1 The character tunnels very slowly. RANK 4 The Attribute has a major character or game effect. RANK 3 The character tunnels at a snail’s pace (up to 60 feet per minute). In general. Discuss the Attribute with the GM to determine what specific game effects the Attribute possesses. see below Rank of the Item of Power. but the character can transform unrelated objects specific category and of similar mass. RANK 2 The character tunnels slowly.” or “spoiled food to edible food. When attempting to transmute an Item of Power. RANK 1 The Attribute has little character or game effect. book. it could transmute transmute any object into another (within the limits of his or her Rank). painting or videotape. RANK 5 The character tunnels at slow vehicle speeds (up to 50 mph). RANK 6 The character tunnels at fast vehicle speeds (up to 100 mph). The tunnel the character leaves behind will either be permanent or will collapse immediately (must be specified during creation of each tunnel). For example.” “lead to gold. This Attribute allows a character to transmute one non-living object (or set of connected objects) into another. this is especially applicable when creating complex technological Cost: 2 Points/Rank Relevant Ability: None Progression: Descriptive.” Finally. The GM should assign a Point cost per Rank based on how the Attribute compares to other Attributes and how useful it is. as long as they have the same general mass. one that is very useful should cost 2-3 Points/Rank. to another of similar mass. The character could transmute a weapon into a could turn a lump of coal into a golden crown. Often a single Point is sufficient to give the character “flavour.

and bribe or hire people. GMs are encouraged to reveal the character’s powers slowly and when it is appropriate for the campaign’s story. depending on the speed at which the character is moving. RANK 5 The character is extremely rich. The GM does not tell the player which Attributes have been assigned. he or she has assets totalling about $100 million. he or she has assets totalling about $1 billion. or indefinitely if he or she has the Adaptation (Underwater) Attribute. To survive the pressure associated with deep diving. he or she should still take Organisational Ties. or Personal Gear Attributes. RANK 4 The character is very rich. RANK 3 The character is as fast as a modern steamship (up to 40 mph). This will allow him or her to easily acquire commercially available goods. see below A character with Water Speed can float and travel on or under water. In a modern-day setting. RANK 3 The character is rich. see below The character is more financially stable (“liquid”) than an average person. he or she has assets totalling about a $10 billion. RANK 2 The character is wealthy. RANK 5 The character is as fast as a hydrofoil (up to 160 mph). 73 . RANK 6 The character is fantastically rich. In a modern day setting. To represent this. page 119). he or she has assets totalling about $500.UNKNOWN SUPERHUMAN POWER Cost: Variable Relevant Ability: Variable Progression: Variable In some campaigns. RANK 2 The character is as fast as a swift fish or yacht (up to 20 mph). In a modern day setting. In a modern day setting. WEALTH Cost: 3 Points/Rank Relevant Ability: None Progression: Descriptive. the characters may be unaware of their superhuman abilities until they manifest at crucial moments. RANK 1 The character is as fast as a slow fish or rowboat (up to 10 mph). opponents may suffer a penalty to hit the character (see Attacking Moving Targets. RANK 6 The character is faster than any fish or watercraft (to 320 mph). the player can allocate some Points to Unknown Superhuman Power when creating the character. or which are illegal.000. they are revealed to the player (and character) as the game unfolds and the powers manifest. the Adaptation (Pressure) Attribute must also be assigned. WATER SPEED Cost: 2 Points/Rank Relevant Ability: None Progression: Descriptive. Also. In a modern day setting. he or she has assets totalling about $1. The player does not purchase Ranks in this Attribute — he or she simply spends a selected amount of Character Points. The GM should never feel pressured to tell the player what his or her character’s unknown Attributes are before the time is right. Note that hirelings that are intensely loyal to the character should still be acquired through Flunkies or the Servant Attributes. RANK 4 The character is as fast as a speedboat (up to 80 mph).000. he or she has assets totalling a about $10 million. In order to have access to things that are difficult to acquire without special licenses.000. Own a Big Mecha. RANK 1 The character is well off. In a modern day setting. The character can be assumed to have non-liquid assets (like houses or real estate) commensurate with his or her wealth. The character can swim on the surface at high speeds and dive CHAPTER 6: ATTRIBUTES underwater for brief periods by holding his or her breath. A character without Water Speed can still swim but much more slowly (about 2 mph). The GM takes those Points and adds a bonus of 50% (rounding up) and uses them to assign other Attributes to the character.

. See of the boat’s controls are more important when driving such a massive the Player’s Handbook for the rules for acquiring Skill Ranks. . . . When a character attempts to pilot a large cruise ship. . xx . . . suffer the -4 attack penalty. . . . . . . . . • • Hide • x x x x x x x • x x x • x x 74 • Class Skill x Cross Class Skill . . the Game Master can also ignore DESCRIPTION these limitations (and possibly develop his or her own Skill Rank The Skill name line is followed by a general description of what maximums). • . . . . xx . . . . . . . . . . . . . . xx . . . . . . • • x •x • •x Craft • x x x x x • x • x • x Decipher Script • . . . . . GMs may allow characters to gain two additional Specialisations for in many d20 System games). . . xx . . . . xx . x . . . . . . . . xx . . . . . . .•x . . . . . . x . . . . . x . . . . . . . . . x . . . . . select the one most appropriate to the circumstances. xx . . . . For example. . . . . . .•x . . . Depending on a character’s class. . . x . xx . . . . . his or her Dexterity is more important and thus the GM should require a Skill check using the Dexterity modifier instead of the Intelligence Modifier. . . . . . . . . . . . . The GM should TABLE 7-1: CLASS AND CROSS CLASS SKILLS Dynamic Giant Gun Hot Magical Martial Mecha Pet Monster Sentai Tech Adventurer Sorcerer Robot Bunny Rod Girl Artist Pilot Ninja Trainer Samurai Member Shapechanger Student Genius Balance • x x • x • • x • x x • • x x Bluff • . . . . xx . For combat Skills. xx . . . . . . . . . simply remove the combat Skills option from BESM d20 and This is the Ability modifier that most often applies to the Skill make the appropriate Feats available to characters once again. . . the character’s result must match or exceed a particular Feats (Exotic. . . . xx . x . . . . . . . . . . . cross-class Skills require 2 Skill Points per Rank while character makes a Skill check (a character attempting to balance on a thin class Skills require 1 Skill Point per Rank. or Difficulty Class) to use the Skill successfully. . . . . . . . When the character hops into a small ski boat. . . . . . . . . . . . . . .•x . . . . . . . . . . . . . Additionally. . . . . .•x . . . . . . . . . . x . . . . . . xx . . . . xx . the higher the number the character needs to roll. . . the cost is wire using Balance (Tightrope). . . . With GM permission. and thus do not harder the task. depending on the situation. xx . . The three weapon proficiency CHAPTER 7: circumstances. . . . the maximum number of Ranks a character can a Specialisation that is not listed if it fits with their character concept. . . . . . xx . . . . . he or she may select one Specialisation for free. . . . . xx . xx Climb . . BESM d20 characters who specialise in combat prowess by assigning many combat Skills can become much more SKILL DESCRIPTION FORMAT deadly in battle than standard d20 characters. . . xx Forgery . . . . . xx Handle Animal . . . . . . . . . . . . . . .•x . . . . . . . . . xx . If two (or more) Abilities are listed. . . x . . . . the Weapon Focus Feat For more information on Skill checks. . xx . . . As a result. . . . . • •x x x •x x •x Diplomacy • •x x x x • • x • Disable Device • . . . . . . . . . . . . . . . . . . see Chapter 12: Combat (which gives a +1 with a specific weapon) has been removed in (page 110). • •x •x Drive • x • x • x x • x x x x • Escape Artist • . . . xx . . . . indicating SKILLS number (called a DC. the more successful the attempt. . . . . . . . .•x . . . . xx . . . . . the Rank in that Skill. . . . . xx . . . . the character makes a Skill check to To provide more player options and better reflect common see how well the character performs the action. . . . xx . . . . . . . . . Optionally. . . . . . xx . .•x .•x . . xx . . . . xx . . . . . . . . .•x . have in a class Skill is equal to that character’s Level +3 (a common limit Also. . . however. . . SPECIALISATIONS (OPTIONAL RULE) as outlined in the class descriptions. favour of combat Skills that can provide much greater attack bonuses. . . . xx . . . . . . . Based on the with combat Skills (see page 80). . . . . The maximum Rank a character can have a particular Skill by paying the normal cost associated with gaining a in a cross-class Skill is half that number (round down). . xx . . . xx . . . . . . . . . . . . . • •x Gamble • x x • • x x x • x x x • x Gather Information • . . . . . . . xx . . . . bonus to his or her Skill check. . . . . . . . . it indicates that different Abilities may be relevant. . . xx . . . . . . . . . . . . . . . . . . A selection of Specialisations is provided. . . the STEP 7: SELECT SKILLS Pilot Skill has the Relevant Ability: Intelligence or Dexterity. . . . . . the GM should require a Skill check using the Intelligence modifier — the character’s knowledge The following outlines the rules for using Skills in BESM d20. . . xx . USING SKILLS Combat Feats and BESM d20 When a character uses a Skill. . . . . . . . BESM d20 replaces several combat Feats the character’s Skill check. . . . . . . . xx . x . . xx . .•x . . . . . When a character gains a some Skills are “class Skills” and some Skills are “cross-class Skills. . . . xx . . • • •x •x Computer Use • x •x xx xx xx • x x x x • • Concentration • . Martial. . . . . xx . . . x . . . . . . . . . . . . . . . . . . . . .” For new Skill. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . respectively. . . xx . . xx . .•x Disguise . . . . . x . . . . . . . . . . . xx . . . . . . . xx . . The that all characters are proficient with all weapons. . . . . . . . . . . . . . . . . . . . . . . . . xx . . . xx . x . . SKILL POINTS AND SKILL RANKS Characters have a number of Skill Points based on their class Levels. . GM can add the Skill’s relevant Ability Score modifier to this maximum Skill Rank for the character. . . . . using the Skill represents. . xx . . . . . . . . . . . . . . . . . . . . . . check. . x . . for example). . . . and Simple) have been eliminated. . xx . . . . . . . . . . • . . . . . . . . . . . x . . . • . . . • Demolitions . ship. . . x . xx . . . . The higher the result on elements in anime shows. xx Controlled Breathing . . . . . players may select If the GM desires. . . . . . Any time the non-combat Skills. xx . . xx . . the character gains a +1 tripled to 6 and 3 Skill Points. . . . . . . xx .•x . . . . . Of course. . . . . . .•x . xx . . If you prefer to use combat Feats from the standard d20 System RELEVANT ABILITY instead. .

• .. . . . . . . xx . . . . . . . . . . xx Spot . . . • . . .•x . . . . . . .. .x. . . . . . . . . xx . . . . . . . . . xx .. . . . ...•x . . . . . . . . . . . . . . . . . . xx . .. xx . x . . . .. x .•x . .. . . . . . . . . . . x . . . . . . . .. . . . . . . . . . . . . . . . xx . . x .. .. . . . . . . . . x . . . . . . x . .. . . . . . . .. . . . . x . .. . . . . . . . . . . . . . .. . . xx . .. . . x . .x.. . . . .. . . . . . . xx . . . . . . . . xx . . . . . .. . . .. . . • . . . • . . . . xx . . . . . . xx . . . . . . . . . . . . . . .. xx . . . . . . . . . . .x . . . . . . . . . • •x x x x •x x Knowledge (Nature) • x x • x x x • x Knowledge (Occult) • . . . . x .. . . . . Dynamic Giant Gun Hot Magical Martial Mecha Pet Monster Sentai Tech Adventurer Sorcerer Robot Bunny Rod Girl Artist Pilot Ninja Trainer Samurai Member Shapechanger Student Genius Intimidate • x x • x x x x • x • x x x x Investigate • . . . xx . . xx Tumble . . . . xx . . . . xx . . . . . . . . x . . xx . . . . . . . . . . . . . . . . . . . .. . . xx . .. . . .•x Knowledge (Military Sciences) . . . . . . . . . . . xx . . . .. . . . . • •x •x •x Seduction • x x • • x x x x • x x Sense Motive • .. x . . . . .. x ... . . . . xx . x . . • . . . . . . . . . ... . . . . . . . . . .•x . . . . . . . . ... . . . . . . . .. x . . . . . . . xx . .. xx . . . .. . . .. xx .. . . . xx .• • . . . . . . . . . . . . . . . . . . . . . . .. . . . . .. . . . . . . xx . . . . . . . • • x •x Move Silently • x x x x x • • x x • x x Navigate • . xx . xx . . .. . . xx . . xx . . . . . . . . . . . .. . x . . . .. . . . . xx . . . . . . . xx . . . • . . . . . xx . . . . . .. . . xx . . . . . .. . . xx Powerlifting . . . . . . . . . . . xx . xx . . xx . xx . x . .. . . . . . . .. . .. . xx . . . . . .. . . . xx . . xx . .. . . . . . . . .•x . . . • . . . xx . .. . . . . . . . . . . . . . . xx Wilderness Tracking . . x . . . . . . . .. . . . . . .... . . . . xx . x . .x Special Ranged Attack x • • x x • • • x x x x x x x Thrown Weapons x x x x x • x x • x x x x x x Unarmed Attack . . . . . . . . . . .. .. . . . . • . .. .. . x . .•x . ..•x . . .. . . . . . . . xx . . . ... . . . .. . . . . . . . . .. .. x . . . . . .. . . . . . . ... . . . .. . . . . .. . . . . . . . . . . . .. . . . . . • . . . . xx . . . . . . x . . .. .x . . . .. . . . . . . .. • .x . ..... • •x x •x Poisons • x x x x • x x x x x x Power Usage • .. . . . . . . . . . . .. .. . .x Unarmed Defence x x • x x• • x • x x x x x x • Class Skill x Cross Class Skill 75 .•x . . . . .... xx .. . xx . . . . . . .. .•x . . . . . xx . . • • • Dynamic Giant Gun Hot Magical Martial Mecha Pet Monster Sentai Tech Adventurer Sorcerer Robot Bunny Rod Girl Artist Pilot Ninja Trainer Samurai Member Shapechanger Student Genius Archery x x x x • • x x • x x x x x • Gun Combat x x x • • x x x x x x x x x x Heavy Weapons . .x . . xx . . . . ... . . • . . . . . . . xx . . .•x . . . . . . . . . . xx Medical . .. . . . . x Repair . . . .. .x . . . . . . . . . . x . xx . . .x . . . . . . xx . . .. . . . .. .. . xx . . . . . .. . . . . . . . . . .. .. . . . xx . . . . . . . .. . . . . .. . . . xx . . . • •x •x • x •x Use Rope • x x x x x • x x x x Wilderness Lore • .. . . . .. . . .. . . . . xx . . . .. . . . . . . . .. . . . . xx . .x . . . . . . . . .. xx Search . . .•x . • . . . . . xx . . . .x . . .x . xx . . . . x . . . . . . . . . . . . . . . .. . . . . . ..•x .. . . . x Knowledge (Physical Sciences) • •x •x Knowledge (Police Sciences) • x •x •x •x xx x • x x x x x Knowledge (Religion) • . ... . . . . x .. . . . . . . . .. . . . .. . . . . xx . . . . . . xx . . . xx . . . . . . . . . . . . .x . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . xx . . . . . . . . . . . . . . . xx . .. . . . • •x x •x • x Knowledge (Biological Sciences) • x x x x x • x x x • Knowledge (Business) • . . xx . . .•x . . . ... . . . . . . . .. . . .. . . xx . . . . . . xx . . .•x . . . .. . . . .. . . . • •x x •x x •x x • Research • •x x x x x x • • Ride • . . . . . . .. . . . . . xx . . . . . . . . . . . . . . . . . xx .. xx . . • •x •x • •x • x Knowledge (Domestic Arts) • x x x x x x x • x • Knowledge (Electronics) • . . . . . . .. . . . . .. . . . . . . . . .. . . . . . . .. . . . . . . . .. . .. . . .. . .x . .. .. . x . . . . . • . . . . . . . . . x . . .. . . . . • . . x . x . xx . . . . . . .x . .•x . .x . .. x . . . . . . ... . . . . . .. . .. . . . . . .•x . . xx . x . . . . .. xx . . . . .. . . . . . . x .. .. . . • •x •x •x •x •x •x • x • •x •x Survival • x • • x x Swim • . . .. . . .. . . . . . . . . . . . . . . . xx . .. . . . xx . . . . xx . . . xx . . . xx . xx . . .•x Knowledge (Foreign Culture) . .. . . . . . . . . . . . . . .. ... . . .. . . . .. . . . . . . . xx . . . . . . . xx Pilot . . . . . x . . .. xx . xx . . . . xx . . . . . . . . . x . . . .•x . . . . . . . .. . . . . . . .. • . . . . . x . .. . . . . . . . . .. . x . xx . . xx . . x . . .x. . . . . . . . . x . . xx . . xx . . . . . . x . xx . . . . . .x. . . . . . . xx . . . . . . . . . . . . . xx .. . . .. .. . . . . . . . • •x SKILLS Perform • x x x x • • x x • • x • x Pick Pocket • . .•x . . . . . . .. . . . . . . . . . . . x . .•x . . .. x . x . . . . . . .. . . . . . . .•x . . . .. .x . . . . xx . . xx .. x . . xx . . . . xx . • • •x x Knowledge (Streetwise) • •x xx x xx xx x x • x • x x Listen • .. . . . . xx . xx Knowledge (Social Sciences) . . . . . . . . . • • • • Speak Languages • •x •x • •x • •x •x •x •x •x •x • • • Sports • . . . .. . . . . • . . . .. xx . xx . xx . . . . . . . . . .. . .. . • . . ... . . . . . x . . . . . . . ... . . . .x. . . . . . . . . . . .. . xx . . .. . . . . . . . . x .. . . xx . .x . .. . . xx Knowledge (Cultural Arts) . . . . . . . . . . xx . . . . . . . xx . . . . x . . . . . . . . . . . . . . . . . . . . . . .. . . xx . . . . . . . . . .. . . . xx . . .. . . . . . . . . . . xx . . . . xx . . . . .. . .. . . . . . . . . . . • •x •x •x • x Knowledge (Law) • x x x x x • x x x • Knowledge (Mechanics) • . . . . x . xx . . . . . . . . . x . . . . .. . . . . . . . xx Sleight of Hand . . . . .. . . . xx . xx Jump . . . xx .•x . . . xx . . .x. . . . . . . . . . .•x . . xx Knowledge (Area) . . . . . . xx CHAPTER 7: Open Lock . .. . . . . . .. . . . . xx . . . . . . . • . .. x . . • . . . ..x . . . . . . . . xx . . . .x .. xx . . . . .. .. . . .. . . . . .•x . . . • . . . . . . . . . . . x . . .. .x. xx . . xx . ..•x . xx . . . .. . . . . • . . . . .x . . . . . . .•x . . xx . . xx . . . . . . . . . .x. . ... . . . . . . . x . . .•x . . . xx . . . . . . x . . . . . . .. . . xx . . . . ... xx . . .. .. . . . . • •x x • •x •x •x •x Knowledge (Arcane) • •x x • x x x x x Knowledge (Architecture) • .. . . . . . . . • . . . . xx . .•x . xx . . . . . . . . .. • •x •x x •x Profession • •x • x x x x x x • • Read Lips • ... . . . • . . . . . . . . . . . x . .. . . . . . . ... ... . . . . . . . . . . . . . .x Melee Attack x x • x x• • x • x x x x • • Melee Defence x x x x x x • x x x x x x • • Ranged Defence . . .. . .•x . . . . . . • .. . . . . . . . . . xx . . . . . . . . .. . . . . . xx . . . . . . . . . . . . . . . .. . . . . . . xx . .. . .. . . . . .. . . . . . . . . . . . ..

” Relevant Ability: Wisdom Specialisations: Card Games. Woodworking This Skill represents a character’s ability to work with a variety of GATHER INFORMATION materials to repair or produce useful or aesthetically pleasing objects not Relevant Ability: Charisma electronic or mechanical in nature. Strategy. The ability to maintain balance under adverse conditions. Make-up. The ability to teach and train animals with an intellect above that DEMOLITIONS of instinctive insects. well. Specialisations: Etiquette. Holding Breath. Dice Games. etc. Code Cracking. Restraints. Skill checks are only necessary in difficult situations such as performing vehicular stunts. in an attempt to deceive others. ESCAPE ARTIST Networks. Underwater Relevant Ability: Dexterity The ability to set explosive charges without getting hurt in the Specialisations: Concealment. 76 . jam mechanical devices. Interrogation. Vegetation. Misdirection. Rumour-mongering The ability to find out information about an area. Natural Structures. Programming Relevant Ability: Dexterity Practical knowledge of computer use. Walls Specialisations: Big Rig (large tractor/trailer trucks). Tight Spaces (hardware) is covered by Knowledge: Electronics. Tailing process or inflicting undesired collateral damage. Negotiation The ability to convincingly project a “tough guy” image through The knowledge concerning the proper way to interact during social verbal and body language. Prosthetics Specialisations: Acting. horses. Specialisations: Contacts. pick-ups. Specialisations: Cyclic Breathing. including rules of conduct and persuasion. This Skill can be used in conjunction with the Computer Use Relevant Ability: Constitution Skill. Gossip. GENERAL SKILLS DISABLE DEVICE Relevant Ability: Intelligence BALANCE Specialisations: Jamming. Skulking. Single Minded Relevant Ability: Intelligence CHAPTER 7: The ability to ignore distractions and interference when focusing on Specialisations: Detection. CLIMB DRIVE Relevant Ability: Strength Relevant Ability: Dexterity or Intelligence Specialisations: Natural Surfaces. or amusement. A successful check means someone witnessing situations. Databases. Ropes. your performance is convinced you mean any threats you make. Car. Street. Documents The ability to counterfeit documents and papers or to identify CONTROLLED BREATHING forgeries. etc. Handwriting. An animal usually has an Intelligence of 1-3. Small The ability to scale vertical surfaces with or without the use of Truck (vans. Tailoring. Misleading Body Language The ability to change one’s personal appearance and/or demeanour The ability to make the untrue seem plausible. Motorcycle. INTIMIDATION DIPLOMACY Relevant Ability: Charisma Relevant Ability: Charisma Specialisations: Business. Specialisations: Any single animal such as dogs. by pass Specialisations: Shaking Surface. Paper SKILLS a task. Magic Focus. Plumbing. Impersonation. DISGUISE BLUFF Relevant Ability: Charisma Relevant Ability: Charisma Specialisations: Costume. COMPUTER USE avoiding hazards. By Passing. How they react after that will depend on how tough they are themselves in relation to the kind of threat you present — they may respond with respect. It is also used for The ability to hide from detection. Political. Intrusion/Security. Bomb Disposal. Carpentry. and negotiations. Heraldry. from the day-to- DECIPHER SCRIPT day events to specific pieces of information. Relevant Ability: Intelligence Specialisations: Artificial Structures. hatred. fear. Computer engineering Specialisations: Grappling. Psychological. Computer Games. or squeeze through tight spaces. Slow Heart Rate The ability to control respiratory functions in order to maximise GAMBLE breathing efficiency or to perform tricks such as “playing dead. dolphins. Safe HIDE Cracking. The ability to escape restraints and grips of opponents. Electronic Documents. Dialects. Traps Relevant Ability: Dexterity The ability to circumvent traps. Leatherworking. Slippery Surface. Fast-talk. Poles. Role CRAFT Playing Relevant Ability: Intelligence The ability to play various games (including betting strategies) Specialisations: Alchemy. hi-cubes) specialised climbing equipment. Relevant Ability: Intelligence Specialisations: Ancient Languages. Relevant Ability: Intelligence Specialisations: Artificial Intelligence. Hieroglyphics. The ability to operate a powered ground vehicle. Tightrope securities. Runes HANDLE ANIMAL The ability to decipher texts either foreign to the character or Relevant Ability: Charisma encoded. deactivating explosives set by someone else. CONCENTRATION Relevant Ability: Constitution FORGERY Specialisations: Clearing One’s Mind. Social Grace. Metalworking.

including the Relevant Ability: Intelligence necessary background knowledge. This also includes knowledge of tool use. and basics of how it works. Executive. Magic. etc. Robotics. Tactics. Use Craft for archaic weapons. Consumer Electronics. High. village. All jumps). Armourer. Security. 77 . Plants. Government. KNOWLEDGE: ARCANE KNOWLEDGE: MECHANICS Relevant Ability: Intelligence Relevant Ability: Intelligence Specialisations: Arcane Symbols. Forensics KNOWLEDGE: DOMESTIC ARTS This is the science behind detective work. etc. government. Underworld Specialisations: One Specific Culture The ability to track a piece of information or person through red Reflects knowledge of the history. and understand part or all of an Relevant Ability: Intelligence organisation (such as a business. Fraud. Ballistics is the study of the Relevant Ability: Intelligence wounds inflicted by projectiles. Channelling. Specialisations: Astronomy. International. Intelligence Analysis. single area. Criminal. Police. Bridges. Relevant Ability: Intelligence Specialisations: Bacteria/Viruses. or build mechanical and electro- KNOWLEDGE: ARCHITECTURE mechanical devices. Botany. A successful use of this Skill can also find weak points in constructions or KNOWLEDGE: MILITARY SCIENCES help in locating old structural plans. Biochemistry. Traps The ability to maintain. GMs may assume that distance by +1 foot for every two Skill ranks (plus one-half foot up/back anyone with Rank 6 or more has a license to practice law. Voodoo. and their applications Relevant Ability: Intelligence in both historical and modern society. forest. KNOWLEDGE: ELECTRONICS KNOWLEDGE: RELIGION Relevant Ability: Intelligence Relevant Ability: Intelligence Specialisations: Communications. Relevant Ability: Intelligence Specialisations: Hardware Recognition. Ecology. SWAT (or other tactical police units) often includes individuals This Skill reflects knowledge of the geography and people of a who pick up similar Skills (and often recruit ex-military personnel). repair. Muslim. Spirits. forensics covers evidence gathering (including The ability to efficiently organise and run a domestic household. Specialisations: Accounting. The knowledge of how current and historical religions and design) electronic equipment.) The ability to maintain. “Japanese Criminal Law”). Micro. architectural drafting. Each Rank in this Skill provides familiarity with a distinct culture (a Specialisation). Relevant Ability: Intelligence etc. Small Business KNOWLEDGE: PHYSICAL SCIENCES The ability to organise. welding. mythology worked. A character Relevant Ability: Intelligence can normally jump about 6 feet forward or 3 feet up/back (double range Specialisations: Civil. etc. ethics. Urban Legends KNOWLEDGE: POLICE SCIENCES Knowledge of aspects of human culture (or another species’ culture). Rituals. hair-and-fibre. Armourer applies to heavy vehicle-mounted weapons while Specialisations: Aquatic. This Skill increases the character’s maximum forward Knowledge of legal procedure and practice. the more detailed and extensive the character’s knowledge. Political with a running start). sea. Small Buildings. Pole Vault KNOWLEDGE: LAW The ability to jump well and consistently (see page 119). Fortifications. Locksmith. except International. Engineering. staff. religion. Physics KNOWLEDGE: CULTURAL ARTS Scientific training in the way the universe works. Specialisations: One Specific Religion (Buddhism. only (for example. criminology focuses on studies of criminal Specialisations: Cleaning. Marketing. This Skill may be assigned multiple times to KNOWLEDGE: NATURE indicate knowledge of several areas. Customs. Home Budgeting behaviour and strategies. Relevant Ability: Intelligence Specialisations: Animals. Automotive. its history. Banking. Tarot. History. Art Appraisal. Rituals. multiple Specialisations may JUMP be listed for Foreign Culture depending on the Skill Rank. and lifestyle of one or tape and electronic media. Relevant Ability: Intelligence Specialisations: Ballistics. Witchcraft KNOWLEDGE: BUSINESS Knowledge of the arcane and mystical arts. Genetics. or association). Specialisations: One specific area (city. Weather KNOWLEDGE: BIOLOGICAL SCIENCES Knowledge of the interactions of the natural world. fingerprint and DNA-based identification techniques). The smaller the area.) In addition. Specialisations: Archaeology. Logistics. are specific to one country or region or backwards jumps. Decorating. Thus. Knowledge of construction methods. Literature. Physiology. Mathematics. Seasons. Criminology. Christianity. Numerology. Family. Computers. Specialisations: Astrology. Cycles. KNOWLEDGE: OCCULT Zoology Relevant Ability: Intelligence This field covers scientific knowledge of how living things function. This modifier is doubled for running starts and halved for vertical Specialisations. repair. Knowledge of magic.INVESTIGATE KNOWLEDGE: FOREIGN CULTURE Relevant Ability: Intelligence Relevant Ability: Intelligence Specialisations: Government. Spells Specialisations: Aeronautical. Cooking. Teamwork SKILLS Relevant Stat: Intelligence The character has military-style tactical. run. Skyscrapers Gunsmith covers personal weaponry. CHAPTER 7: KNOWLEDGE: AREA Strategy. Relevant Ability: Strength Specialisations: Long. Chemistry. modify (and at high Ranks. build. Sensors Satanism. Gunsmith. more foreign countries or cultures. or leadership training.

Legerdemain. PICK POCKET Relevant Ability: Dexterity Specialisations: Palm. Urban The ability to move without being detected audibly. PILOT Relevant Ability: Dexterity or Intelligence Specialisations: Heavy Airplane (usually multi-engine). Veterinary (all by region) Knowledge of how to heal the body. Dance. Influential Individuals. etc. Helicopter. Lift Object The ability to make a small object disappear without notice. MOVE SILENTLY Relevant Ability: Dexterity Specialisations: Soft Step. Sea. Fast Talking The ability to perform well before an audience. MEDICAL KNOWLEDGE: STREETWISE Relevant Ability: Wisdom Relevant Ability: Intelligence Specialisations: Acupuncture. Geography. Rural. The Navigate Skill will help a character find the fastest/safest route to a destination. Electronic. Rural. while most police officers or is a vital survival Skill for a person on paramedics Specialise in Emergency Response. Emergency Response. the streets. Spacecraft. Drama. Politics. Public Speaking. A typical general within a particular region or city. Puzzle Lock The ability to open locking devices. OPEN LOCK Relevant Ability: Dexterity Specialisations: Combination. Urban Sociology. Dentistry. and to evoke an emotional response through the art form. GMs may assume that anyone The knowledge of street activity with Rank 6 or more has a license to practice medicine. Submarines The ability to operate air. Singing. Padlocks. Music. Hovercraft. Eavesdropping. Light Airplane (usually single-engine). Surgery. Diagnosis. piloting an unfamiliar aircraft. Territorial Divisions Homeopathy. Jet Fighter. Social Work. Space. Highway. CHAPTER 7: SKILLS NAVIGATE Relevant Ability: Intelligence Specialisations: Air. Psychology. Lighter than Air Craft. Specialisations: Gang Activity. Wilderness The ability to read maps or use specialised navigation equipment. Theology The ability to listen attentively or to perceive unusual or out of Understanding of the way people function in society as well as place noises. societal behavioural patterns. avoiding a hazard. Pathology. KNOWLEDGE: SOCIAL SCIENCES LISTEN Relevant Ability: Intelligence Relevant Ability: Wisdom Specialisations: Anthropology. Small Boats. This practitioner would Specialise in Diagnosis. water or space vehicles. Pharmacy. 78 . Urban. Skill checks are normally only necessary when performing an unusual manoeuvre. PERFORM Relevant Ability: Charisma Specialisations: Comedy. Large Ships. Specialisations: Background Noise.

Stage Magic this Skill must be assigned multiple times. Volleyball. When the character must make a check for the plant an item on someone. Cook. The character is skilled at swimming or diving. This the ability to locate people or creature trying to hide their presence. Farmer. Hockey. Driver. Horse. and dismount the animal. Identification. multiple The ability to perform feats of strength with minimal chance for Specialisations will be listed for Languages — the first is the character’s injury. Specialisations: Body Language. CHAPTER 7: Specialisations: One Specific Profession (Bookkeeper. Artic.) The ability to play well in a team or individual sporting event with The character is trained in a specific form of livelihood. Sign Language Relevant Ability: Strength This Skill reflects an aptitude for languages and their historical Specialisations: Bulky Objects. and supporting large masses. how to Relevant Ability: Dexterity saddle. Distance. Cricket. Mannerisms. genuinely interested in them. etc. This includes lifting or pushing heavy objects.). One specific Power only) SLEIGHT OF HAND Unlike other Skills. A The character is familiar with local wilderness areas. Fine Manipulation. concoct. specific Power. Scuba. Hunting. Free Diving. Detail Work. The ability to survive in harsh environments. the Power Usage Skill adds a bonus as though the check is actually a Skill check. SPEAK LANGUAGES Relevant Ability: Intelligence POWERLIFTING Specialisations: Any One Language. Dexterity. Specialisations: Card Sharking. Securing Specialisations: Compartments. Natural. a character will be able to speak and write one Small Objects (Hand-Held) foreign Language for each Rank in this Skill. Code Language. Scientific Specialisations: Competition. RESEARCH SWIM Relevant Ability: Intelligence Relevant Ability: Strength Specialisations: Legal. Computerised. how to get it to perform Specialisations: Dive. and other media. Flip. Irregularities This Skill allows a character to adeptly use rope for any number of This Skill allows the character to find hidden or concealed objects. The Skill A character with this Skill has superior manual dexterity. Basketball. To receive a bonus on multiple Powers. apply. Urban equipment. Movement. palm small objects. SKILLS Miner. Wilderness. Relevant Ability: Dexterity Specialisations: One Specific Species (Camel. cheat at cards. Whether or not the subject actually responds POISONS will depend on his or her own romantic inclinations and sexual preference. Moving Objects. Electronics Relevant Ability: Wisdom The ability to carry out permanent or temporary repairs to Specialisations: Aquatic. 79 . Braille. Writer. motion. SPORTS PROFESSION Relevant Ability: Strength. USE ROPE SEARCH Relevant Ability: Dexterity Relevant Ability: Intelligence Specialisations: Knots. usage. to best pace it for long distance rides. once for each Power. and how The character is skilled at acrobatic tumbling and flips. READ LIPS SPOT Relevant Ability: Intelligence Relevant Ability: Wisdom Specialisations: Crowded Places. Thus. Tiger. Control or Telepathy). Natural Hazards A character with this Skill is adept at exploiting their sex appeal. greater is useful to a character who may not have a high ability (such as than that suggested by his or her Dexterity score. specialised rules. Additionally. while the others are foreign languages. SEDUCTION WILDERNESS LORE Relevant Ability: Charisma Relevant Ability: Wisdom Specialisations: Alien. Female. Synthetic SENSE MOTIVE The ability to recognise. mount. The character can successful Skill check will convince another person that the character is find subsistence for him or herself and others and avoid natural dangers. Handling Loads. Free Weights. the web. Football. Male Specialisations: Guide. etc. Somersault difficult or dangerous manoeuvres safely and without balking. REPAIR Relevant Ability: Intelligence SURVIVAL Specialisations: Mechanics. Humans. Relevant Ability: Intelligence Specialisations: Alien. Historical. Desert. purposes. Deep-Sea Diving. This includes the Intelligence) that is associated with one of his or her Powers (such as Mind ability to perform “magic” tricks. Power Usage only offers a bonus to any check Relevant Ability: Dexterity for the use of one specific Power. etc. TUMBLE This is the knowledge of how to care for a riding beast. This Skill allows a character to locate difficult to find pieces of data Snorkelling by searching journals. Sailor. and neutralise a variety of Relevant Ability: Wisdom poisons and toxins. or Constitution Relevant Ability: Wisdom Specialisations: Baseball. Relevant Ability: Based on Power’s Relevant Ability Specialisations: None (Special. Tailing This allows a character to understood what is being said by reading lips. Sub Vocalisation Specialisations: Ambush. etc. Roll. stopping objects in native language(s). The GM may assume that any character in a modern setting (or perhaps any setting) RIDE can swim even without this Skill. Speech This represents the knowledge of determining when a person is not POWER USAGE being honest or forth coming.

Specialisations: Artillery (indirect fire weapons such as Howitzers). or tripod- mounted weapons such as a tank cannon or heavy machine gun. Space Vehicle The ability to avoid ranged attacks. Throws. naginata. THROWN WEAPONS Relevant Ability: None (Offensive Combat Skill) Specialisations: Blades. Air Vehicle. Auto-fire applies to firing bursts of fully automatic fire from any gun. For example. but this does not enable a character to actually dodge bullets. Gunnery (heavy machine guns. or sonic blast shot from the mouth would qualify for this Skill use. Polearms (spears. Rifle covers firing single shots from guns with a shoulder stock including rifles and shotguns. Arctic. Rather. Cards. it is a combination of situational awareness and tactical movement as well as knowing when to keep moving (to present a more difficult target) and when to drop for cover. whether it is a small submachine gun. Improvised Weapons (chairs. etc. a big assault rifle. Knife. Crossbow Relevant Ability: None (Offensive Combat Skill) The ability to accurately shoot with a bow or crossbow. Sword. Holds. ARCHERY Relevant Ability: None (Offensive Combat Skill) HEAVY WEAPONS Specialisations: Bow. Pistol. Launchers (rocket and missile launchers) The ability to accurately fire vehicle-. etc. eye beams. Polearms (spears. Forest. Shield. Shield. Improvised Weapons. . Sword. UNARMED ATTACK Relevant Ability: None (Offensive Combat Skill) Specialisations: Strikes. rather than a device or weapon. naginata. fireballs fired from the hand. Grappling The ability to block armed or unarmed melee attacks 80 without using a weapon. Grenades. Desert. lamps. Baton/Club. Mountain. Rocks. RANGED DEFENCE Relevant Ability: None (Defensive Combat Skill) Specialisations: Personal. Pistol applies to firing single shots COMBAT SKILLS from a handgun. Whips/Chains The ability to defend well with a hand-to-hand melee weapon. MELEE ATTACK Relevant Ability:None (Offensive Combat Skill) Specialisations: Axe. Throws. ladders. Shields The ability to accurately throw weapons or objects at a target. Holds.).). Rifle The ability to successfully trail or track someone or something The ability to accurately shoot with a hand-held firearm and to while outdoors in a rural or wilderness setting. or a heavy machine gun. MELEE DEFENCE CHAPTER 7: Relevant Ability: None (Defensive Combat Skill) SKILLS Specialisations: Axe. and to perform routine maintenance.). Grappling The ability to attack without weapons. etc. Plains Specialisations: Auto-fire. Knife. UNARMED DEFENCE Relevant Ability: None (Defensive Combat Skill) Specialisations: Strikes. Whips/Chains The ability to attack effectively with a hand-to-hand melee weapon. Water Vehicle. SPECIAL RANGED ATTACK Relevant Ability: None (Offensive Combat Skill) Specialisations: One specific Special Attack This Skill is used for weapons created using the Special Attack Attribute (page 61) that emanate from the character’s body. Baton/Club. but a laser gun (Gun Combat Skill) or a deadly boomerang (Thrown Weapon Skill) would not. WILDERNESS TRACKING GUN COMBAT Relevant Ability: Intelligence or Wisdom Relevant Ability: None (Offensive Combat Skill) Specialisations: Aquatic. tank guns and other vehicle-mounted direct-fire weapons). Ground Vehicle. keep it properly maintained. shoulder-. Jungle.

Mounted Combat. One Shot Left. Rapid Shot. Enlarge Spell. Reflection. Run. cumulative if it is assigned multiple times. Concealment. NEWTheFEATS STEP 8: following new Feats are introduce in BESM d20: Accuracy. Blind-Shoot. Maximise Spell. Block Ranged Attacks. Point Blank Shot. Portable Armoury. Frightful Presence. Whirlwind Attack cost 2 Character Points each. Cleave. Double Tap. Streetfighting. Empower Spell. Heighten Spell. Improved Trip. since BESM d20 abstracts combat movement APPROPRIATE FEATS and position (thus there are no attacks of opportunity). some Feats (such as Expertise) Advanced Combat Martial Arts. Weapons Encyclopaedia While Feats will have a place in your anime campaign. many Feats no The following Feats are appropriate for a BESM d20 game: longer apply to anime characters. Feats from any d20 System game. Combat Martial performing in BESM d20. Steady Hand. Brawl. Judge Opponent. Endurance. Lightning Reflexes. Force Stop. Sneak Attack. Far Shot. Finally. Blind-Fight. GMs may also allow players to use approved Arts. Power Attack. Leap Attack. Great Cleave. Armour allow characters to perform actions that every character is capable of Proficiency (all). Additionally. Improved Initiative. Dodge. Still Spell. Stunning Fist. SELECT FEATS Deflection. Knockout Punch. See the Player’s Handbook for the rules for acquiring Feats. Extend Spell. Burst Fire. as indicated: Exotic Melee Weapon Proficiency Replace with Combat Skills Acrobatic Replace with Jump and Tumble Skills Exotic Weapon Proficiency Replace with Combat Skill Advanced Firearms Proficiency Replace with Combat Skill Focused Replace with Balance and Aircraft Operation Replace with Pilot Skill Concentration Skills Alertness Replace with Heightened Awareness Forge Ring Replace with Item of Power and Attribute Magical Genius (variant of Mechanical CHAPTER 8: Animal Affinity Replace with Handle Animal and Ride Genius) Attributes FEATS Skills Gearhead Replace with Computer Use and Archaic Weapon Proficiency Replace with Combat Skill Repair Skills Athletic Replace with Climb and Swim Skills Guide Replace with Navigate and Survival Attentive Replace with Investigate and Sense Skills Motive Skills Improved Feint Replace with Bluff Skill Brew Potion Replace with Item of Power and Leadership Replace with Flunkies Attribute Magical Genius (variant of Mechanical Martial Weapon Proficiency Replace with Combat Skill Genius) Attributes Medical Expert Replace with Medical Skill Builder Replace with appropriate Skills Meticulous Replace with Forgery and Search Skills Cautions Replace with Demolitions Skill Mounted Archery Replace with Steady Hand Feat Craft Magic Arms and Armour Replace with Item of Power and Nimble Replace with Escape Artist and Sleight Magical Genius (variant of Mechanical of Hand Skills Genius) Attributes Personal Firearms Proficiency Replace with Combat Skills Craft Rod Replace with Item of Power and Scribe Scroll Replace with Item of Power and Magical Genius (variant of Mechanical Magical Genius (variant of Mechanical Genius) Attributes Genius) Attributes Craft Staff Replace with Item of Power and Simple Weapon Proficiency Replace with Combat Skill Magical Genius (variant of Mechanical Skill Focus Replace with appropriate Skill Genius) Attributes Stealthy Replace with Hide and Move Silently Craft Wand Replace with Item of Power and Skills Magical Genius (variant of Mechanical Studious Replace with Decipher Script and Genius) Attributes Research Skills Craft Wondrous Item Replace with Item of Power and Surface Vehicle Operation Replace with Drive or Pilot Skills Magical Genius (variant of Mechanical Surgery Replace with Medical Skill Genius) Attributes Toughness Replace with Damn Healthy! Attribute Combat Throw Replace with Unarmed Attack and Track Replace with Wilderness Tracking Skill Unarmed Defence Skills Trustworthy Replace with Diplomacy and Gather Confident Replace with Gamble and Intimidate Information Skills Skills Vehicle Expert Replace with Drive and Pilot Skills Creative Replace with appropriate Skills Weapon Focus Replace with Combat Skill Deceptive Replace with Bluff and Disguise Skills Weapon Specialisation Replace with Massive Damage Defensive Martial Arts Replace with Combat Skills Attribute (2 Points/Rank option) Deflect Arrows Replace with Deflection Feat Windfall Replace with Wealth Attribute Drive-By Attack Replace with Steady Hand Feat 81 . Improved Brawl. Silent Spell. Spell Focus. BESM d20’s Attribute power creation system (particularly combat Skills) reduces the scope of Feats. Ambidexterity. Spirited Charge. Two-Weapon FEATFeatsCOSTS Fighting. TABLE 8-1: REPLACED FEATS Educated Replace with appropriate Skills The following Feats can be replaced by elements of the BESM d20 Exotic Firearms Proficiency Replace with Combat Skills system. The Great Fortitude. Game Master will decide whether the benefits derived from a Feat are Improved Knockout Punch. Vehicle Dodge. Quicken Spell. Iron Will.

This Feat can be Attack. FEAT NAME Prerequisites: Some Feats have prerequisites. Heroic Surge. Improved Bull Rush. Trample. 84 Vehicle Dodge Dexterity 13+ 86 Improved Brawl Brawl 85 Drive Skill 6+ Ranks Base Attack Bonus +3 Weapons Encyclopaedia . Expertise. Quick Reload. Improved Combat also used when attempting a special trick shot. 84 Sneak Attack . 84 Spirited Charge Mounted Combat 86 Far Shot Point Blank Shot 84 Ride Skill Force Stop Drive Skill 4+ Ranks 84 Still Spell . 85 Power Attack Portable Armoury . A character can gain a Feat at the same time that he or she gains the prerequisite. Improved on someone’s body or ricocheting an arrow off a wall to shoot a target Damage Threshold. Sunder. weak Combat Expertise. Low Profile. 85 Block Ranged Attacks Dexterity 13+ 83 Maximise Spell . Quick difficulty penalty is reduced by 2 (to a minimum of 0). attempting an accurate attack. such as carving an initial Martial Arts. such as striking at partial Armour. Ride-By Attack. Accuracy is Extra Turning. the character deals triple damage. 86 Deflection Dexterity 13+ 84 Rapid Shot Dexterity 13+ 86 Dodge Dexterity 13+ 84 Point Blank Shot Double Tap Dexterity 13+ 84 Reflection Deflection 85 Point Blank Shot Run . Renown. Base Attack Bonus +8 Benefit: When the character scores a critical hit on an opponent with an unarmed strike. 83 Lightning Reflexes . 83 Base Attack Bonus +3 Blind-Shoot . Weapon Finesse assigned more than once. 86 Empower Spell . Skill Focus. Combat Reflexes. Strafe. around a corner. 85 Cleave Strength 13+ 84 Point Blank Shot . Skip Shot. 85 Whirlwind Attack Dexterity 13+ 86 Improved Knockout Punch Brawl 85 Intelligence 13+ Knockout Punch Dodge Base Attack Bonus +6 Base Attack Bonus +4 INAPPROPRIATE FEATS ACCURACYBase Attack Bonus +2 The following Feats are not appropriate for a BESM d20 game. 84 Silent Spell . Precise Shot. Shot on attacking a vital spot (-8 penalty) would become a -6 penalty. A character can’t use a Feat if he or she has lost a prerequisite. Elusive Target. TABLE 8-2: APPROVED FEATS FEAT NAME PREREQUISITE PAGE FEAT NAME PREREQUISITE PAGE Accuracy Base Attack Bonus +2 82 Improved Trip Intelligence 13+ 85 Advanced Combat Martial Arts Combat Martial Arts 82 Iron Will . 86 Extend Spell . 84 Quicken Spell . Spring at double range (-4 penalty) would receive -2 penalty. Improved Disarm. Benefit: What the Feat enables the character to do. A character must have the prerequisite in order to select or use that Feat. and Prerequisites: should probably not be used unless the GM decides otherwise: Benefit: The character suffers reduced dice penalties when Advanced Two-Weapon Fighting. 84 Two-Weapon Fighting Dexterity 13+ 86 Heighten Spell . Spell Penetration. 86 Frightful Presence Charisma 15+ 84 Streetfighting Brawl 86 Intimidate Skill 9+ Ranks Base Attack Bonus +2 Great Cleave Strength 13+ 84 Steady Hand Dexterity 13+ 86 Cleave Stunning Fist Dexterity 13+ 86 CHAPTER 8: Power Attack Wisdom 13+ Base Attack Bonus +4 Base Attack Bonus +8 FEATS Great Fortitude . Unbalance Opponent. points. 83 Base Attack Bonus +3 Armour Proficiency (Medium) Armour Proficiency (Light) 83 Leap Attack Dexterity 13+ 85 Blind-Fight . 84 Spell Focus . or vital spots. Spell Mastery. 86 Improved Initiative . while firing the Run. For example. Agile Riposte. shooting at longer-than-usual ranges. Improved Two-Weapon Fighting. Shield Proficiency. Improved Critical. Each Improved Unarmed Strike. 85 Armour Proficiency (Medium) Knockout Punch Brawl 85 Armour Proficiency (Light) . APPROVED FEAT DESCRIPTIONS ADVANCEDCombat COMBAT MARTIAL ARTS The Feat entries herein detail information in the following format: Prerequisites: Martial Arts. 86 Endurance . Draw. and when using the Deflection Feat (page 84). 85 Armour Proficiency (Heavy) Armour Proficiency (Light) 83 Judge Opponent . 85 Brawl . 83 Mounted Combat Ride Skill 85 Burst Fire Wisdom 13+ 83 One Shot Left . 85 Combat Martial Arts Base Attack Bonus +1 84 Power Attack Strength 13+ 85 Concealment . Combat Casting. Mobility. Improved Combat Throw. 82 . 86 Enlarge Spell . Dead Aim.

). A character who is not proficient suffers the armour check penalty on attack rolls as well. 83 . the armour check penalty applies only to Skill checks that involve moving. soft body. hides. or against an invisible opponent. A character who is not proficient suffers the armour check receives a -4 penalty on the attack roll.). sixth sense.). With this Feat. ARMOURWhenPROFICIENCY (LIGHT) Benefit: a character wears light armour (leather. loaded. ARMOUR PROFICIENCY (MEDIUM) Prerequisites: Armour Proficiency (Light) Benefit: When a character wears medium armour (partial metal.ARMOUR PROFICIENCY (HEAVY) BURST FIRE Prerequisites: Armour Proficiency (Light). the armour check penalty applies only to Skill checks that involve moving. A character who is not proficient suffers the armour check penalty on attack rolls as well. BRAWL When making an unarmed attack. hearing.). through one of his or her senses (smell. etc. penalty on attack rolls as well. BLIND-SHOOT CHAPTER 8: Benefit: The character suffers half penalties associated with FEATS attacking with ranged weapons in poor light. the armour check penalty applies only to Skill checks that involve single target (instead of using the normal auto-fire rules). etc. etc. light mail. The character moving. The character must be capable of detecting the general presence of the target. a character gains this defensive option. BLIND-FIGHT Benefit: The character does not suffer penalties associated with attacking or defending with melee weapons or while unarmed in poor light. BLOCK RANGED ATTACKS Prerequisites: Dexterity 13+ Benefit: Under normal circumstances. but deal +2 dice of damage. absolute darkness. the character may fire a short burst as a single attack against a etc. absolute darkness. tactical. Armour Proficiency Prerequisites: Wisdom 13+ (Medium) Benefit: When using an automatic firearm with at least five bullets Benefit: When a character wears heavy armour (full metal. however. This Feat can be assigned twice to reduce the penalty to zero. and delivers stun damage (see page 65) equal to 1d6 + his or her Strength modifier. a character cannot use a Block Defence (page 120) against a ranged attack. the character receives a Benefit: +1 bonus on attack rolls. or against an invisible opponent.

opponent on any action. The heightened spell is as difficult to 84 prepare and cast as a spell of its effective Rank. As long as the character has something to hide spell’s actual Rank. EXTENDAnSPELL Benefit: extended spell lasts twice as long as normal. Power Attack. The character receives a -2 penalty on this attack. numeric effects of an empowered spell are increased by one-half. An opponent who fails his or her save is shaken. A successful save indicates that the opponent is immune to the character’s use of this Feat for 24 hours. When the character uses a thrown weapon. Benefit: When the character uses a projectile weapon. Intimidate Skill 9+ Ranks Prerequisite: Dexterity 13+ Benefit: When the character uses this Feat. An empowered spell deals half again as much GREAT FORTITUDE damage as normal. An enlarged spell uses up a Prerequisite: Base Attack Bonus +1 spell slot one Rank higher than the spell’s actual Rank. When trying to deflect a Special Attack with his or her own. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous opponent. The character can select a new Charisma modifier). Saving throws and opposed rolls (such as the one the character makes when the character casts dispel magic) are not affected. saves. EMPOWER SPELL Benefit: All variable. Spells with CONCEALMENT a concentration. the weapons (even if it only long hair or a light robe) the character’s weapons will not be noticed by anything short of an actual physical search.. character can use the Feat once per round as a free action. DEFLECTION Prerequisites: Dexterity 13+ Benefit: If the character makes a successful Block Defence. as appropriate. Point Blank Shot Benefit: When using a semiautomatic firearm with at least two bullets loaded. the character inflicts damage equal to 1d4 + Strength modifier. its range increment is doubled. or permanent duration are not affected by Benefit: The character has an unearthly ability to conceal weapons this Feat. Prerequisites: Strength 13+. extra melee attack against another opponent adjacent to the character. cures half again as many Hit Points. The bonuses. Power Attack Benefit: Whenever the character makes a check for performing a Benefit: If the character deals an opponent enough damage to make physical action that extends over a period of time (running. A spell whose area or effect is determined by its range has the dimensions COMBAT MARTIAL ARTS of its area or effect increased proportionally. all opponents within 10 Benefit: During the character’s action. All effects dependent on spell Rank (such as saving throw DCs) are calculated according to the heightened Rank. Cleave. the character can force the other vehicle to a stop by (page 61). CLEAVE ENDURANCE Prerequisites: Strength 13+. An extended spell uses up a spell slot one Rank higher than the about his or her person. The character can use this ENLARGE SPELL ability once per round. except that the character has no limit to the number of times he or she can use it per round. A condition that makes the character lose his or taking a -2 penalty on attack rolls. Heighten Spell actually increases the effective Rank of the spell that it modifies. and Skill checks for a number her Dexterity bonus to Defence also makes the character lose dodge of rounds equal to 1d6 + the character’s Charisma modifier. . HEIGHTEN SPELL An empowered spell uses up a spell slot two Ranks higher than the spell’s Benefit: A heightened spell has a higher spell Rank than normal (up actual Rank. and so on).5). its range increment increases by one-half (multiply by 1. Prerequisites: Dexterity 13+. Spells without random variables are not affected. A Special Attack FAR SHOTPoint Blank Shot weapon with the Concealable Ability is even harder to find: searches Prerequisite: suffer a -12 penalty. instantaneous. he or she FORCE STOP can deflect a standard melee or ranged attack away harmlessly without Prerequisites: Drive Skill 4+ Ranks CHAPTER 8: damaging the blocking object. to 9th Rank). This Feat does not affect creatures with an Intelligence DOUBLE TAP of 3 or lower. Special Attack. Spells whose ranges are not defined by distance do not have their ranges increased. Base Attack but deals +1 die of damage with a successful hit. the character gets an immediate to the check. the character designates an feet who have fewer Ranks than the character must make a Will saving opponent and receives a +1 dodge bonus to Defence against any throw (DC 10 + one-half the character’s Level + the character’s subsequent attacks from that opponent. the opponent drop (either by knocking the opponent out or by reducing holding the character’s breath. the Block Defence roll is penalised: -2 for each Rank of the nudging it into a controlled sideways skid. swimming. The GM may decide that some types of Benefit: When the character attempts to sideswipe a surface vehicle FEATS attacks cannot be deflected. Unlike other magical Feats. the character gets a +4 bonus the opponent’s Hit Points to less than 0). such as a bow. the character may fire two bullets as a single attack GREAT CLEAVE against a single target. affects half again Benefit: The character gets a +2 bonus on all Fortitude saving throws. Benefit: With an unarmed strike. FRIGHTFULCharisma PRESENCE DODGE Prerequisites: 15+. as many targets. Benefit: An enlarged spell has its range doubled. and such a search is conducted at a -8 penalty. etc. Bonus +4 Benefit: As Cleave.

If the strike is successful (it hits and the target fails a defence) the character gets an extra +2 bonus to damage and may additionally add half his or her Jump Skill Ranks (if any) to the QUICKEN SPELL damage. the character receives a maximised.. with a Melee Attack must still be acquired via the Personal Gear Attribute (page 57). however. it will drop him. reload weapons in a game that uses realistic ammunition rules. Characters with Portable Armoury may also make field modifications on KNOCKOUTBrawl. etc. treat a successful attack as a critical hit. Base Attack Bonus +6 combat. even after an extended combat. FEATS Base Attack Bonus and weapon Skill Rank from the foe’s attitude and posture even without actually seeing him or her fight. The character can with his or her defence. This (essentially. required for a particular task. the Ride check becomes the mount’s Armour Class if it’s critical hit deals triple damage. the character is off balance and receives a -4 perform another action. This option does not remove the need to attempt. she may attempt a leaping attack. A quickened spell uses up a spell slot four Ranks higher than the spell’s actual Rank. Base Attack Bonus +3 round. A spell whose casting time is more than 1 full round cannot be quickened.BRAWL MAXIMISE SPELL Prerequisites: Base Attack Bonus +3 Benefit: All variable. This melee weapon. switching options such as laser sights or scopes in a single Prerequisites: Base Attack Bonus +3 round. the GM may decide to provide descriptive Benefit: The character will always have easy access to any weapon indications such as “your enemy is much better than you with a sword. cures the +2 competence bonus on his or her attack roll. delivering additional damage due to momentum. The hit Benefit: When making the character’s first unarmed attack against is negated if the character’s Ride check is greater than the attack roll a flat-footed opponent. before making attack rolls for a Prerequisites: Dexterity 13+. character immediately gets to make a melee attack against that opponent This might be a final bullet in a gun. as appropriate.” remarkably.” rather not available to the general public. the character may choose to subtract a number from all melee Benefit: The character can make leaping attacks with his or her attack rolls and add the same number to all melee damage rolls. POINT BLANK SHOT JUDGE OPPONENT Benefit: The character gets a +1 bonus on attack and damage rolls CHAPTER 8: Benefit: The character can judge his or her opponent’s approximate with ranged weapons against opponents within 30 feet. affects the maximum number of stun damage (see page 65) equal to 1d8 + the character’s Strength modifier. MOUNTEDRideCOMBAT Prerequisite: Skill IMPROVEDBrawl. IMPROVED INITIATIVE Benefit: The character gets a +4 bonus on Initiative checks. The character may only cast one following round. the remaining for his or her ranged weapon. in the same round as penalty to any further defence checks until his or her turn to act in the the character casts a quickened spell. IMPROVEDIntelligence TRIP13+ ONE SHOT LEFT Prerequisites: Benefit: The character will always have at least one projectile Benefit: If the character trips an opponent in melee combat. arrow in a quiver. but rather assures that the character will not be forced to reload at a critical moment.IMPROVEDBrawl. or the opponent succeeds Benefit: Casting a quickened spell is a free action. targets. the character can accurately estimate the opponent’s remaining Hit Points.KNOCKOUT PUNCH Benefit: Once per round when the character’s mount is hit in Prerequisites: Knockout Punch. even casting another spell. and he has 60 Hit Points remaining. One Shot Left does not affect weapons or Special Attacks built IRON WILL using the Limited Shots Disability (page 66). he or on attacks and bonus on damage applies until the character’s next action. Benefit: The character gets a +2 bonus on all Will saving throws. 85 . including illegal weapons and accessories but if you connect a few times with your ki blast.PUNCH their weapons. the character may make a Ride check to negate the hit. Benefit: When making the character’s first unarmed attack against a flat-footed opponent. plasma unit in a as if the character had not used his or her attack action for the trip wrist blaster. The actual weapons and accessories than saying “the enemy’s base attack bonus is +10. The penalty time the character has a higher Initiative than his or her opponent. and the character inflicts maximum number of Hit Points. If the character fails to hit. POWER ATTACK Prerequisite: Strength 13+ LEAP ATTACK Benefit: On the character’s action. numeric effects of a maximised spell are Benefit: When making an unarmed attack. PORTABLE ARMOURY For both of these advantages. but (Sword) Skill of 2. higher than the mount’s regular AC). A maximised spell deals maximum damage. treat a successful attack as a critical hit. Any number may not exceed the character’s base attack bonus. or stone in a sling. Spells without random variables are not affected. the character can access them whenever he or she needs them instead of being forced to return to where they are normally stored. A maximised spell uses up a spell slot three Ranks higher than the spell’s actual Rank. quickened spell per round. Additionally. LIGHTNING REFLEXES Benefit: The character gets a +2 bonus on all Reflex saving throws.

This Feat may be assigned more than once. possible outfitted accessories. Point Blank Shot Prerequisites : Dexterity 13+ Benefit: The character can get one extra attack per round with a Benefit: This is the ability to attack with ease while moving quickly ranged weapon. all vital statistics — material composition. The character can multiple times. REFLECTION Prerequisite: Deflection Feat Benefit: If the character makes a successful Deflection defence (see STUNNINGDexterity FIST13+. Each time the character takes the select a new vehicle or opponent on any action. and no more than once per round. slot one Rank higher than the spell’s actual Rank. Intelligence 13+. but each attack (the extra one and the normal ones) suffers a -2 complex stunts. The character can gain this Feat Defence against attacks from that vehicle or opponent. the character deals an Attack Bonus +4 extra 1d4 damage. It forces a foe object. Base Attack Bonus +8 page 84) and a successful attack roll (which uses an attack action). the character can attack twice using the normal Two Weapons this Feat is assigned. The attack is at the character’s highest base attack (running or sprinting. This reduces the penalties suffered for attacking while in penalty. Drive Skill 6+ Ranks Benefit: Choose a school of magic. increase the distance or height cleared by one-fourth. Attackers get a +2 bonus on attack rolls against a stunned Benefit: When sprinting. The GM may decide that throw (DC 10 + one-half the character’s Level + Wis modifier). but is not limited to. Dodge. the character important quirks of practically all known commercially available weapons. If the defender fails his saving throw. melee or unarmed attacks. Benefit: A character can give up all his or her regular attacks for the round and instead make one melee attack at the character’s highest Base 86 Attack Bonus against each adjacent opponent. Each penalty is reduced by 2 (to a minimum of 0). The character’s Benefit: When driving a vehicle. The character may attempt a stunning attack once per day for speed instead of four times normal speed. ammunition capacity. etc. and may aim while they are moving. if the character makes a successful melee Prerequisites: Dexterity 13+. Base Attack Bonus +2 WHIRLWIND ATTACK Benefit: Once per round. rules (page 116). A silent spell uses up a spell character’s turn in the following round. STREETFIGHTING Prerequisites: Brawl. motion. the character moves five times normal opponent. In components. RAPID SHOT STEADY HAND Prerequisites: Dexterity 13+. but the penalties for doing so are reduced by 2 each time CHAPTER 8: this Feat is assigned (to a minimum of 0). Characters without this ability will only have such information on weapons they actually own or use regularly and STILL SPELL will need to successfully roll an Intelligence based Knowledge: Military Benefit: A still spell can be cast with no somatic (movement) Science (Hardware Recognition) Skill check to recall important details. Alternatively. weapons. it applies to a new school of magic. Base attack with an unarmed strike or a light weapon. VEHICLE DODGE SPELL FOCUS Prerequisites: Dexterity 13+. its general level of reliability as well as lance). . but not past the maximum. Ride Skill Benefit: A character has the ability to recall the vital statistics and Benefit: When mounted and charging into combat. calibre. This Reflection is treated as a normal attack against the target damaged by the character’s unarmed attack to make a Fortitude saving using standard attack rules (see page 115). Wisdom13+. Weapons Encyclopaedia also includes knowledge on acquiring spell uses up a spell slot one Rank higher than the spell’s actual Rank.) or otherwise engaged in bonus. he is stunned for 1 round (until just before the character’s next action). during the character’s action the spells of that school are more potent than normal. Spells without somatic components are not affected. flying at high speeds. A character with this Feat may also use weapons in conjunction with the Tumble Skill. Add +2 to the character designates an opposing vehicle or a single opponent. addition to dealing damage normally. The Difficulty Class for all saving throws against spells from the school of character’s vehicle and everyone aboard it receive a +1 dodge bonus to magic the character selects to focus on. he or Prerequisites: she can reflect a standard melee or ranged attack towards any target Benefit: Declare that the character is using the Feat before making within range (including the attacker) without damaging the blocking an attack roll (thus. so characters will have a +4 bonus on any Knowledge: Streetwise or Knowledge: Business Skill checks needed to locate or buy weapons. provided herself effectively (the target has a situational defence roll or Armour both weapons are designed for one-handed use. A still addition. When using two Class penalty). Feat. in some types of attacks cannot be reflected. running jump. deals double damage with a melee weapon (or triple damage with a This includes. This bonus lasts until the without verbal components are not affected. the attacker adds an additional +1d6 damage each time weapons. TWO-WEAPON FIGHTING Prerequisite: Dexterity 15+ SNEAK ATTACK Benefit: The character can effectively fight with two melee or Benefit: If the character attacks a target who cannot defend him or ranged weapons at once against the same or different targets. Its effects do not stack. the character can FEATS attack with one weapon and defend with another receiving a -2 penalty SILENT ASPELL to Attack checks he or she makes but adding a +2 bonus to his or her Benefit: silent spell can be cast with no verbal components. A stunned character can’t act and loses any Dexterity bonus to RUN Armour Class. etc. If the character makes a every four Ranks attained. such as Illusion. Spells Defence checks vs. WEAPONS Intelligence ENCYCLOPAEDIA SPIRITED CHARGE Prerequisites: 13+ Prerequisites: Mounted Combat. a missed attack roll ruins the attempt).

They only character’s nature such as a robot taking extra damage from water (as it impede your character to a limited extent and are not intended to totally causes short circuits). A character with this Defect cannot use one of — a person with an irrational fear has no choice but to be afraid his or her Attributes whenever desired because it requires a short time to of the specific trigger. through role-playing. Instantaneous 91 Unskilled 95 A character with the Bane Defect is vulnerable to an otherwise non- Limited Use.O. Incomplete Training 91 Significant Other (S. The character suffers from an unfortunate side effect whenever Concentration 88 Part of Body 93 an associated Attribute fails to work. activate. A character may have an Achilles Heel to either a common. such as wooden suffer in order to overcome the hardships of day-to-day life. TABLE 9-1: DEFECTS 3 BP The Attribute requires an hour to initiate. Magical Restrictions 91 Wanted 95 or object. the character is hit with the energy or essence Confined Movement 88 Phobia 93 that would have powered the Attribute’s use. The GM must approve any Achilles Heel Defects. Ongoing 91 Vulnerability 95 damaging substance such as water. Inept Attack 91 Skeleton in the Closet 94 Inept Defence 91 Special Requirement 95 Involuntary Physical Change 91 Unique Defect 95 Ism 91 Unreliable Power 95 BANE Limited Use. If the character stops to the character (since Teleport costs at least 1 Point). A Phobia is not a personality trait. or rare attack form (in the context of the campaign). or sadistic ones. or a specific element. Stubborn. he or she By taking a character Defect you can gain up to three (or occasionally can continue afterwards. but restarted where it left off. Once activation has started. you don’t get any Bonus Points for creating overconfident 1 BP The attack form is rare. or shy 2 BP The attack form is uncommon. One example of this is an Item Limited Use. stops dressing) to make a phone call. Instantaneous Defect. only the character can stop it from becoming active when the appropriate time is up. It’s just that simple. home planet. Less desirable personality traits should appear in the game 3 BP The attack form is common. One example is Phobia Linked to Attribute. material. rather than more Attribute that only works when the character is mentally prepared (or general disadvantages. My Overconfident. or Dependent 88 Recurring Nightmares 93 many other effects that make the character’s life more difficult. or an alien’s weakness to weapons from his or her negate his or her many abilities. 2 additional BP are granted if the activation CHAPTER 9: more) Bonus Points (BP) to increase Ability Scores or Attributes Ranks. selected your character’s Defects. Honourable Hero No. In most cases two-five Defects are appropriate.STEP 9: It is recommended that you assign no more than eight Defects to your character.) 94 3 BP The backlash occurs if the character fails the check by 1 or more. If your character is a coward. 1 BP The Attribute requires a round to initiate. Defects serve stakes for vampires or silver for werewolves. characters in BESM d20.e. or overcome with another emotion).e.” or an direct limitations on your character’s Attributes. the do not inflict a significant disadvantage (such as a weakness to bullets made spell must be started again from the beginning. DEFECT PAGE DEFECT PAGE Achilles Heel 87 Maximum Force 92 Activation Time 87 Nemesis 92 Backlash 87 Not So Tough 93 BACKLASH Bane 87 One-Way Transformation 93 Linked to Attribute that requires a check to activate (GM’s Blind Fury 88 Owned 93 discretion). activating the Power (i. It Defects are disadvantages through which your character must might be something with appropriate mystic resonance. if a One additional BP is granted if the activation can be interrupted character’s Rank 1 Teleport (5 Character Points) is restricted with a 9 BP temporarily. not Points on a character sheet. Lazy. The Concentration Defect from the earth of planet Neptune) are not worth any BP. the collection of spiritual The Defects that have “Linked to Attribute” in their description are energies to perform a task. return to the previous steps to use your Bonus Points (treat Bonus Points as extra Character Points). Easily Distracted 90 Reduction 94 Famous 90 Restriction 94 1 BP The backlash occurs if the character fails the check by 6 or more. The player Detectable 90 Red Tape 93 and GM should determine the game effect of the Backlash. Or truthful ones. sunlight. The Backlash could be Cursed 88 Physical Impairment 93 physical damage. if it is interrupted. uncommon. which must fit with the character concept. ones. Ability Score drain. Defects that chanted completely before the Power activates. If the character fails his or her check Conditional Ownership 88 Permanent 93 when using the Attribute. no free will). then portray him or her as cowardly. the Defect actually only returns 4 BP of Power body suit that the character must put on. It could also reflect the as an excellent and often comical role-playing opportunity. 2 BP The Attribute requires a minute to initiate. disorientation. memory loss. Girl/Guy Magnet 91 Sensory Impairment 94 2 BP The backlash occurs if the character fails the check by 3 or more. The combined Character Points and Bonus Points angry. a device that takes time to “power up. or must start again from the beginning if it is interrupted before the DEFECTS select additional Attributes. Defects represent disadvantages over which your character ACTIVATION TIME has little or no control (i. associated with the Attribute cannot be lower than 1. This could represent a physical change that is not instantaneous. The number of Points you receive is directly Activation Time has elapsed. An example of this is a spell that must be proportional to how much the Defect hinders your character. For example. ACHILLES HEEL SELECT DEFECTS The character loses twice as many Hit Points as normal from a particular attack form. The Bane should relate to the character’s background or powers Marked 92 Weak Point 95 87 . After you have (page 88) is often linked to these two applications of Activation Time.

such as a single 3 BP Initiating the Blind Fury is easy. CONDITIONAL OWNERSHIP The character suffers damage if his or her skin is physically touched Linked to Attribute. or even death. BLIND FURY “Severe conditions” indicate that the character can only use the Under specific conditions selected by the player (and approved by objects under specific orders. DEPENDENT Linked to Attribute. etc. the damage is halved. common. another specific condition. the character will enter a state of unbridled anger. sunlight. or could be an automatic reversion. The exact nature. Examples of the Dependent Defect include: a character who can fly after activating his Force Field (Flight dependent upon Force Field). physical punishment. a specific sound or smell. For example. reverting to normal emotional specific guard route. The character can forms. a specific calming technique performed by CONFINED MOVEMENT an ally. the damage is also some personal business (such as travelling). the damage rating assumes that the Bane is “severe” conditions on their use. This is the way most military and police equipment is issued. If the character fails to activate the second Attribute. 3 BP Severe conditions are imposed on the objects’ ownership and The character can only return to a normal emotional state under usage. but if he or she is released doubled. The character can move at a slow speed and talk with others while using the 1 BP The character suffers from a slight disadvantage. injection of a particular drug. steel. but should not provide a character with an obvious advantage still perform other non-combat actions. 3 BP The Attribute requires full concentration. They are Alternatively. seeing a friend in mortal danger. or wood. Finally. Using the objects at any enraged. it’s a curse!). The Curse can take a near limitless number of 1 BP The Attribute requires slight concentration. registered for travel in a specific region. 4 BP Restricted to a small area (1-mile radius). 2 BP Restricted to a large area (100-mile radius). it does not apply to Attributes with an instantaneous effect. but cannot perform any complex actions or use any 2 BP The character suffers from a moderate disadvantage. of the Curse should be discussed with the GM. in some way. background. with a specific opponent.” or damage is doubled. Attribute. being 2 BP Strict conditions are imposed on the objects’ ownership and outnumbered in combat. multi-structure complex. while myths indicate that a vampire suffers damage when touched by a crucifix. A government owned time travel device the GM). Examples of return conditions include: no opponents in the vicinity. 2 BP The Bane causes moderate damage (2d6/round of exposure). Attributes actually belong to another person or organisation. sight of blood. The character cannot do anything else while using the Attribute. If it is less common such “Mild conditions” indicate that the character can use the objects for as a holy symbol. an android that is programmed to follow a DEFECTS 1 BP Initiating the Blind Fury is difficult. Buddhist scripture. If the character’s CURSED concentration is interrupted voluntarily or by an outside event. or her past. Linked to Attribute. 2 BP Initiating the Blind Fury and reverting to a normal emotional state are both moderately difficult. use the objects for activities as ordered by the organisation. 3 BP The character suffers from a severe disadvantage. hearing the noise of a church or temple 57) can acquire this Defect. While would probably fall under these conditions. he or she cannot use the other one either. away. the berserk character will attack the next closest “threat. such as water. such as a small town or large. such as a small village CONCENTRATION or single building. police car. the character will furiously attack the closest person. etc. The character can also be assigned different objects at any time. but cannot engage in (remember. an undead villain that is cursed to CHAPTER 9: haunt a particular place. If it is even more rare. Own a Big Mecha. for example. “Strict conditions” indicate that the character is only permitted to 3 BP The Bane causes severe damage (3d6/round of exposure). For example.” “strict. Only a character who possesses the Item of by the Bane. area. reverting to normal emotional county or large city. The character’s possessions granted by those bell. or a government-licensed magical girl that is only state is easy. and sunlight. a character who gains additional Armour when invisible (Armour dependent upon 88 . that individual is a friend or foe. the issued to the character. a fire demon’s bane might be water.” Examples of 1 BP Mild conditions are imposed on the objects’ ownership and conditions that might initiate Blind Fury include: receiving a certain usage. being knocked This Defect prevents the character from leaving a narrowly defined unconscious. This return could involve a Willpower save. if the Bane only affects the character when ingested. The character must concentrate while using a specific Attribute that functions over a period of time. or Personal Gear Attributes (pages 50. 56. 6 BP Restricted to a tiny area (300-foot radius). 2 BP The Attribute requires intense concentration. but the agency imposes “mild. he or she will receive a severe reprimand. The character cannot use the chosen Attribute without first using a second (or more) Attribute. Once that person is defeated or flees. he or she must remain still and devote full attention to the Power. a police detective might have conditional use of an unmarked 1 BP The Bane causes minor damage (1d6/round of exposure). and limitations combat or use other Attributes that also require Concentration. such as one particular artefact. state is difficult. solitude. the objects can be taken damage may be tripled or quadrupled. or having the Bane in close proximity). the from the organisation or disobeys direct orders. whether other time results in incarceration. If the Bane does not require direct physical contact (such as Power. confrontation usage. amount of damage. the A Cursed character has likely offended a great being of power in his Attribute ceases to function. This may represent. seeing one’s reflection. or rare element. other Attribute. or is the direct descendent of someone who did (Curses often pass through bloodlines). If the character is caught using the objects for personal activities.

CHAPTER 9: DEFECTS 89 .

3 BP The character is distracted by several infrequent triggers. activated. or emanate 2 BP The character is distracted by a few infrequent triggers. EASILY DISTRACTED 1 BP The Dependent Attribute cannot work until 1 other Attribute is Some characters are Easily Distracted by events. and report his or her 1 BP The character has regional fame. one’s own looks. objects. hobbies. the character can be pinpointed and possibly identified by others who have specific 1 BP The character is distracted by a trigger that is encountered detection techniques. and magical items. Many characters have interests in a variety of triggers but do not possess this Defect because their interest is moderated by their sense DETECTABLE of judgement. For example. people. the Attribute’s use may make a loud infrequently. or by mental shock waves. The player must justify the Dependent Defect to the GM to avoid silly combinations. wealth. While using a specific Attribute. noise or a bright flash. or activated. The Special one trigger that is encountered constantly. spiritual. or by radiation. hot cars. ideas. one trigger that is encountered frequently. will become enthralled with the trigger until it can no longer influence him or her. Linked to Attribute. which are collectively known as triggers. hearing. food. Detection techniques include: astral. for him or her to keep secrets or maintain a private life. and thus it is difficult 2 BP The Attribute’s use can be detected using 3-5 methods. 2 BP The character has national fame. Notable examples of 2 BP The Dependent Attribute cannot work until 2 other Attributes are triggers include attractive members of the opposite (or same) sex. sonar. 3 BP The character has international fame 90 . mental. etc. A character with this Defect activated. FAMOUS 1 BP The Attribute’s use can be detected using 1-2 methods. vibration. movie stars. Journalists and 3 BP The Attribute’s use can be detected using 6-9 methods.CHAPTER 9: DEFECTS Invisibility). radar. infrared. Attack Attribute (page 61) is an exception to this Defect — characters must acquire an Attack Ability to make the attack undetectable. ultraviolet. music. ethereal. gossip. send vibrations through the ground. photographers may hound the character regularly. The character is recognisable by many people. human sight. a character that can run much more quickly after stretching his or her legs and growing (Speed dependent upon Elasticity and Size Change). or sense of smell. books 3 BP The Dependent Attribute cannot work until 3 other Attributes are or scrolls of ancient lore. and others.

an incredible drain on the character’s one less Point). 2 BP For every minute the character uses the Power. 1 BP The character experiences a small degree of discrimination. sexual preference. or an external trigger occasionally ceases to function or both. religion. For example. INCOMPLETE TRAINING This Defect requires GM permission. strongly encouraged to discuss these contentious discrimination issues. This Defect reflects a character’s poor judgement in offensive 6 BP The character can only use the Attribute twice a day. • The character’s magic works at the pleasure of a patron spirit. 91 . The Girl/Guy ISM Ism is discrimination based solely on one particular aspect of a Magnet does not represent some unusual charisma on the part of the character but rather his or her fate to constantly meet obsessed people. the longer the rest period must be. LIMITED USE. Linked to an Attribute that can be used on an ongoing basis. Even worse. circumstances (and at a great sacrifice) can the character use the Attribute more often than indicated by this Defect. wait 5 minutes before the Attribute functions once again. he or she cannot use it again for a specific period of time. or discrimination based on education. A character with the Inept Defence Defect suffers a penalty to his or her Armour Class. The character’s magic is either difficult to perform or normal form to the Alternate Form (or vice versa). or even both sexes) 3 BP It is easy to trigger the Involuntary Change. The Defect is assigned twice if the character can maintains a secret identity (such as a magical girl). positions. he or she must wait 10 minutes before the Attribute functions once again. transform both ways unintentionally. in newspapers. they will fight each other over the character to keep one another from consummating the relationship. the character uses a specific Attribute. racism.). Only under This Defect reflects a character’s poor judgement in defensive exceptional circumstances (and at a great sacrifice) can the character use combat situations. INEPT ATTACK 3 BP The character can only use the Attribute three times a day. 3 BP For every minute the character uses the Power. and will not let go nor give the character a minute’s peace. the longer the Attribute is used. god. Examples of Ism include: ageism. 3 BP Swarms of girls/guys are actively chasing the character. fall helplessly in love (or lust). 3 BP The character’s Base Attack Bonus is decreased by 1. CHAPTER 9: combat situations. before play begins. Magical restrictions can be minor (cold water. For some reason they are just drawn to the character. 1 BP For every minute the character uses the Power. or whatever) to use magic. a new one appears every adventure or two.. reverts to normal form when a • The character must always dress in a peculiar set of ritual clothing (or particular chemical in the body is in low quantities (such as sugar or salt). • The character must transform into a special costume in order to use his transforms in times of stress. The character may accidentally change from take this Defect. This Defect may or major. 2 BP The character experiences a large degree of discrimination. species. represent a character who: transforms between identities upon hearing or Some examples of minor restrictions are: uttering a specific sound or word. transforms when a button on a gadget or Item of Power is pushed. it is a significant disadvantage for a character that Form to normal form. The character can Points returned by this Defect is equal to the Character Point cost of the only use a specific Attribute occasionally. 2 BP Several girls/guys are actively chasing the character. This is very common for “magical girl” type characters. daily accidentally change from normal to Alternate Form or from Alternate special treatment. etc. genetics. or an Item of Power INEPT DEFENCE that grants Flight may need to be recharged between uses. ONGOING 6 BP The character’s Base Attack Bonus is decreased by 2. actions on television. which makes it much more difficult to strike an 9 BP The character can only use the Attribute once a day. While being This Defect is assigned once to indicate the character can Famous may have some privileges (preferred seating at restaurants. sexism. physical features. or magic. he or she must wait 1 minute before the Attribute functions once again. The Bonus Points returned are typically used to acquire internal reserves. he or she must 4 BP The character’s Armour Class is decreased by 2. etc. and on websites. The character does not gain one or more “Special” benefits LIMITED USE. A character with the Inept Attack Defect suffers a penalty to his or her base attack bonus. elitism. GIRL/GUY MAGNET 2 BP It is moderately easy to trigger the Involuntary Change. INVOLUNTARY PHYSICAL CHANGE MAGICAL RESTRICTIONS This Defect is only available to characters who have the Alternate Only someone with the Dynamic Sorcery or Magic Attributes can Form Attribute (page 39). 2 BP The character’s Armour Class is decreased by 1. After 9 BP The character’s Base Attack Bonus is decreased by 3. The character’s training and development in his or her class was not as extensive as it should have been. The Bonus Linked to Attribute with an instantaneous effect.) may induce the change. the muscles of a character with Superstrength may need time to recuperate after use. This may result from a need to specific benefit (though the GM may penalise the character by returning recharge the Attribute (or a device). which can often place him or her in precarious the Attribute again before the waiting period has elapsed. like bees to nectar. 1 BP It is difficult to trigger the Involuntary Change. The character attracts susceptible girls (or guys. or a different form of limitation. natural force. character. INSTANTANEOUS associated with class progression upon gaining a new Rank. etc. The players and GM are character. 1 BP Only a couple of girl/guy characters are actively chasing the occupation. etc. Only under exceptional alternative Attributes. DEFECTS opponent successfully. and their role in the game. 3 BP The character experiences a severe degree of discrimination. body paint. 6 BP The character’s Armour Class is decreased by 3.

he or she example. Should the character ever lose or misplace the item. taken if its BP value would be equal to or greater than the Points the 3 BP The Nemesis will always harm the character given the character spent to acquire Magic or Dynamic Sorcery. alien. for very much. or a unique tattoo.) have this Defect. This could represent a character who is too talented for his or her own good. but one whom they cannot avoid. 92 . The restriction on an Attribute’s use is given below. and/or interferes constantly. NEMESIS • The character’s magic is limited if the character violates certain minor The character has someone in his or her life that actively interferes taboos. The Nemesis may even be a romantic Some examples of major restrictions are: rival such as someone chasing the same person the character is pursuing. Magical Restrictions of this sort are a good way to establish the 2 BP The Nemesis may actively try to harm the character and/or nature of a particular form or school of magic. the GM should create another Nemesis. elves. where X is the number of Bonus Points granted and (X+1) is one Rank higher than the BP Rank. and Water Speed. This Nemesis can take several • About half of the character’s magic powers are dependent on forms. for of Power. • The character’s magic ceases to function if he or she is in contact with The Nemesis should be someone who makes the character’s life metal. Projection. difficult frequently (and cannot easily be removed). or wearing it on his or her body. with goal achievement on a regular basis. or demon and may cease to function if the character disobeys the patron’s commands or violates particular religious or other strictures. It might be someone the character loves • The character’s magic only functions half or less of the time. In a standard high-fantasy setting. 2 BP The character’s magic suffers from a major restriction. 1 BP The mark is easily concealable because it is small or in an inconspicuous location. Transmutation. defeated or goes away. An overbearing parent who example. demonic. He or she could be a professional rival such as someone competing for possession of a particular item. This Defect cannot be interferes frequently. The character cannot use a specific Attribute at the lowest end of its power range. etc.) in a setting where most people are human (or vice versa) would also have the Marked Defect. carrying it. Teleport. etc. Flight. to putting the character behind bars. this Defect does not apply. providing 1 BP each Rank. a powerful character who pushes the Attribute’s limits so often that he or she has forgotten how to use it at a low Rank. MAXIMUM FORCE Linked to Attribute. Jumping. Special Attack (applies to damage only). an identifying birthmark. Should the character ever lose or misplace the item. Characters who are obviously non-human (robotic. Insubstantial. This Defect is only appropriate for the following Attributes: Elasticity. The design may be a family symbol. 2 BP The mark can be concealed. Speed. he or she cannot access the item-dependent powers. but this is difficult because it is large or in an obvious location. If for any reason the Nemesis is moon is visible. Maximum Force extends to Rank 6. 1 BP The character’s magic suffers from one or a few minor restrictions. may not also be an Item of Power. 3 BP Under most circumstances. 1 BP The Nemesis is merely annoying and/or interferes infrequently. Size Change. The Nemesis could also be personal. which may or eliminate the Defect permanently. halflings. unless the • Nearly all the character’s magic (except possibly a minor power or player also wishes to use Power Points gained through advancement to two) is dependent on possession of a particular item. not need to be a mortal enemy. opportunity. which may or may not also be an Item the favour of the character’s boss. X BP The character cannot use up to Rank X of the Attribute. goddess. it may not work during daylight or only work when the lives at home is an example of this. MARKED A character is considered Marked if his or her body hosts a permanent and distinguishing design that may be difficult to conceal. a CHAPTER 9: permanent scar. none of the typical races (dwarves. 3 BP The character’s magic suffers from several minor and 1-2 major restrictions. or something different. an item that only functions within certain parameters. but the Nemesis does • The character must perform blood sacrifices for his or her magic to work. the mark cannot be concealed because it affects the character’s entire body. a thief may be pursued by a cop who devotes his or her existence cannot access these powers. If the mark is not considered out of DEFECTS the ordinary (such as freckles or a common tattoo). The Attribute must be at Rank (X+1) or higher.

A specific Attribute is always functioning. the character cannot turn it off. ingredients. a specific Attribute.) REDTheTAPE 3 BP The Attribute affects a tiny part of the body (one hand. etc. This Defect is appropriate for characters with a “glass 1 BP The Attribute is a slight inconvenience to the character. Armour. legal contract. severe headaches. A large criminal PERMANENT organisation. but the process takes several days. conjunction with the Alternate Form. face. highly effective propaganda. however. Size Change Attributes. the character event or traumatic experience. This Defect is often associated with characters who are members of law-enforcement organisations or similar government agencies that require paperwork. or just 2 BP The impairment is a moderate inconvenience to the character. The nightmare can be a memory of a tragic 3 BP The organisation has total ownership of the character. the character is subject to slight punishment for opposing the owners. or have bionic legs with 2 BP The nightmares occur frequently and have a moderate effect on Superstrength. should discuss the problems and limitations associated with an eternally NOTTheSOcharacter TOUGH active Power. both legs. nagging injury. CHAPTER 9: actions conflict with the mandate of the owning body. one character must negotiate his or her way through a complicated foot. such as: Force Field. For example. This Defect is usually only be taken in not add constructively to the role-playing experience. The character has a physical impairment that makes aspects of daily 3 BP As 2 BP. consuming a encountered frequently. groin. Invisibility. 3 BP The nightmares occur constantly and have a severe effect on the 1 BP The Attribute affects a large part of the body (torso. technology. A character may 2 BP The Attribute is a moderate inconvenience to the character. etc. etc. the character’s lifestyle. Once the character has 1 BP The character has a slight phobia or one that is encountered transformed from a normal state. Insubstantial. or. ONE-WAY TRANSFORMATION Note that a Phobia that effectively cripples the character with fear does Linked to Attribute. the When the Recurring Nightmare Defect haunts a character. The nightmare may not occur every night but it will haunt the character on a regular basis. specific substance.). Dire consequences await a character whose 3 BP The impairment is a severe inconvenience to the character. Alternate Form. life more challenging. a character 1 BP The nightmares occur infrequently and have a slight effect on the might only receive Armour benefits against abdominal attacks. The OWNED player and GM should discuss the problems and limitations associated Free will has little meaning for a character who is Owned by a with the impairment. PHOBIA A Phobia is a fear (often irrational) of an event.” or those who succumb to physical trauma easily. 1 BP It takes several hours of work or special circumstances to enable the character to transform back to an earlier form. government. Invisibility. and from several levels of bosses before undertaking certain high-profile jobs. Additionally. DEFECTS 1 BP The organisation has partial ownership of the character. corporation. the ability to turn his or her left arm invisible. “after the fact” to appease the organisation to which he or she belongs. brainwashing. The details concerning the PARTLinkedOFto Attribute. one arm. loss of speech. or other prerequisites. head. BODY subject matter of the nightmares and why they occur is the responsibility Only part of the character’s body is affected by of the GM and the player to create. or simply the passage of time. may also require a character to receive permission Linked to Attribute. Control over the character can be exerted through a variety of methods 1 BP The impairment is a slight inconvenience to the character. most commonly used for: Adaptation. a cop may need to fill out a report every time his or her 93 . Possible impairments include: one or more missing (or unusable) limbs. not take this Defect if it would reduce his or her Hit Points below 1. RECURRING NIGHTMARES 2 BP The organisation has significant ownership of the character. work by mechanics or lab technicians. performance during the day.). chest. knee. prior form without meeting certain conditions. is less durable than his character Level would otherwise suggest. Elasticity. 3 BP The Attribute is a severe inconvenience to the character. jaw. 2 BP The Attribute affects a small part of the body (one leg. 3 BP The character’s Hit Points are decreased by 15 Points. including blackmail. prophetic vision or warning. but the visions should be related in some way. or it might be something else such as a is subject to severe punishment for opposing the owners. 1 BP The character’s Hit Points are decreased by 5 Points. and Superstrength. or Size Change. 2 BP As 1 BP. object. Invisibility. but the process requires expensive (or hard to find) PHYSICAL IMPAIRMENT replacement components. bureaucracy in order to accomplish tasks. This might include a 2 BP The character has a moderate phobia or one that is magical ritual. This Defect only applies to Attributes Red Tape also includes whatever measures the character must take that would inconvenience the character if the Power were always active. or other organisation or individual. possess character’s lifestyle. abdomen. Avoiding situations that could trigger the phobia may take a high priority in the character’s life. or person that can limit a character’s choice of actions. crime ring. he or character is subject to moderate punishment for opposing the she has trouble sleeping at nights and functions at less-than-optimum owners. the nightmares do not need to portray the exact same events repeatedly. an android that requires frequent repairs. both arms. 2 BP The character’s Hit Points are decreased by 10 Points. etc. constant sickness. he or she cannot transform back to a infrequently. The player and GM For example. 3 BP The character has a severe phobia or one that is encountered constantly. character’s lifestyle.

relationship is always worth just 1 BP but is treated as a 3 BP RESTRICTION Defect by the GM in terms of the frequency with which it affects the game. or has two diminished primary senses.) Points/Rank Attribute could be a 5 Points/Rank Reduction. Loss of specific effect Usage inflicts pain 3 BP The Skeleton is very easy to discover. or a cousin visiting for two weeks is a plot complication and not an appropriate S. The character’s sense of obligation towards the S. Any diminishment or loss manage most of the time. and consequently the player and GM 1 BP The S. and/or the consequences Naked form only Use weakens character of discovery are severe. Unlike other Defects. which will affect the Point cost per Rank. or 3 BP. greatly. and close co-workers (such as a cop’s partner). Skeleton in the Closet is inappropriate for Cannot use on oneself Requires consumable focus most Flunkies and Servant characters. harm to the character in the form of public humiliation. to an alternate progression (such as 2 BP. is TABLE 9-2: SAMPLE REDUCTIONS enough that the character will take great pains to ensure his or her safety Attribute always used in same way One aspect and well-being. should be a regular fixture in the campaign. The 2 BP The Attribute has a moderate Restriction.O. and/or the character’s reputation will be Flawed results Restricts movement impacted slightly.O. This Defect offers a near-endless number of limitations. Check needed to maintain control Requires maintenance During specific times of the day Requires special equipment 1 BP The Skeleton is difficult to discover. 94 . or has lost a Linked to Attribute. weapon is fired or may have to follow a complicated series of steps to obtain a search warrant. Fewer sub-Points awarded Partial effectiveness immediate relatives (parents and grandparents.O. was unavailable or could not correct his or her particular impairment. and during a major Impairment (Diminished Hearing. and/or is difficult to manage most of the time. The Red Tape Defect is usually inappropriate for characters created smell) are either diminished or lost. stand. One of the character’s Attributes is limited secondary sense (such as taste or smell). taste. the same limitation on a 10 SIGNIFICANT OTHER (S. is based on the character’s status after benefiting from any technological 2 BP The Red Tape impedes a character both before and after a aids such as eyeglasses or hearing aids in the setting. 9 BP) if the Attribute this Defect is restricting has a high Character Point cost at each Rank (see Dynamic Sorcery or Extra Attacks for examples). In this case. brothers and sisters. 1 BP The Red Tape only impedes the character before or after a and may apply a -4 penalty on checks to notice things with that sense. This Defect offers 2 BP The character has completely lost a primary sense (sight or a near-endless number of limitations. secret must be important enough that the character will actively take 3 BP The Attribute has a major Restriction. injury. being near-sighted or hard of hearing. 3 BP The S. the character will suffer the associated consequences. One of the character’s Attributes is associated S.O. In particular locations Specific targets 2 BP The Skeleton is relatively easy to discover. and/or the character’s reputation will be devastated. is based on the severity the consequences if the secret is revealed. An major action (but not both) and/or the Red Tape is easy to example of a lost sense is blindness or deafness. or has should discuss the game ramifications and the Attribute’s new Rank costs. the GM should take the impairment into consideration when deciding what the character is able to perceive. the S. is inappropriate for most Flunkies and Servant characters. is rarely placed in grave danger and appears infrequently. or even death. the Attribute cost changes instead. loss of a job. hearing. A criminal may be required to pay a percentage SENSORY IMPAIRMENT of his or her take to the local crime boss or face some very strict penalties. 2 BP) instead. even at the risk of his or her own A list of suggested Reductions are shown in Table 9-2: Sample life. In a setting where a hearing aid action. arrest. 6 BP. is directly related to the original cost of the Attribute. is always placed in grave danger and appears The GM may increase the Bonus Points returned to the character constantly. If the Skeleton is ever revealed. and the GM should replace it with an appropriate Defect or Defects worth at least as many TABLE 9-3: SAMPLE RESTRICTIONS BP as Skeleton in the Closet. after. Severe SKELETON IN THE CLOSET limitations on an Attribute. completely lost multiple secondary senses. touch. he or she would have Sensory Impairment (Deaf. with one or more disadvantages that limit its use. The number of BP gained from this Defect 1 BP The Attribute has a minor Restriction.O. The S. The Point cost change hearing) and multiple secondary senses. steps to keep others from learning of it. and/or the character’s Limited functioning Under certain conditions reputation will be seriously impacted. 6 BP. character has a hearing aid but is still hard of hearing. is often placed in grave danger and appears frequently. Examples include spouses and steady boy or girl friends. Less frequent usage Smaller target group perhaps very close cousins). 1 BP). and/or the consequences of Easy to counteract Requires Ability checks discovery are slight. and consequently the player and GM hearing).O. DEFECTS provided the players role-play this relationship appropriately. 1 BP BP The character has a diminished primary sense (such as REDUCTION short-sightedness or being hard of hearing). suggested Restrictions are shown in Table 9-3: Sample Restrictions. CHAPTER 9: Limited control Very specific utility It is acceptable for a character to take another character as an S. and/or is extremely difficult to manage most of the time. This Defect A character with this Defect has someone for whom he or she must is not usually appropriate for 1 Point/Rank Attributes. One or more of the character’s senses (sight. A list of 2 BP The S. if a major action. a Reduction that limits a 4 Points/Rank Attribute to half of its power might be a 2 Points/Rank Reduction.O. Exposure of this secret could cause covered by the Reduction Defect (see above). An example of a diminished sense is via the Flunkies or Servant Attributes. A one-night Reductions.. Reduction does not return Bonus Points to 3 BP The character has completely lost a primary sense (sight or the character. and/or the Initiative penalty to use Time limit consequences of discovery are moderate. resulting in a Reduction of its Point cost per Rank. should discuss the ramifications of the selected Restriction. For example.O. he or she has Sensory 3 BP The Red Tape impedes a character before. Linked to Attribute. are The character has a dark secret. 4 BP. For example.O.O. go to any lengths to keep safe from harm.

1 BP The character must make the check against DC 14. he or she must make a successful Ability check. or other incentive offered to hunt the character is significant. If the Attribute does not have a “Relevant Ability” entry. the target is immediately reduced to 0 For example. environment. 2 BP The character’s accessible Attribute Ranks all drop by up to 4 2 BP The Defect occurs frequently and/or has a moderate effect. or the reward is fairly small. The character will need to conceal his or her identity or move around regularly to avoid CHAPTER 9: 1 BP The character’s restriction applies to very few people. however. This Defect cannot be combined with the Highly Skilled involve a physical object. 1 BP The incentive to hunt the character is minor. an event. 3 BP The Defect occurs constantly and/or has a severe effect. 3 BP The character cannot use any Attributes when affected by the Vulnerability. 3 BP The character must make the check against DC 20. the WEAK POINT character can try to use the Attribute again during the next round (when The character’s body possesses an abnormal weak point (in addition the character is in combat).” her life to annoying or hunting down the character. since it This section covers any and all possible Defects that a character impacts him or her so severely. or even a state of mind. 1 BP The weak point is tiny (-6 Called Shot attack penalty). or private exceptional circumstances and may result in harsh consequences. or in a short period of time (when the to the normal human weak points. like the heart and head). 2 BP The character’s restriction applies to many people. or other incentive offered to hunt the Linked to Attribute. The boundaries and limitations of the Defect should be discussed with the GM. the character cannot attempt to use the Attribute again for 10 to 30 minutes. Unreliable Power can also result is an automatic critical hit (see page 122). 1 BP The character’s accessible Attribute Ranks all drop by up to 2 Ranks when affected by the Vulnerability. If the Ability check fails. Before the character can use the Attribute. 2 BP The reward. or she may be wanted on outstanding warrants. details should be discussed with the GM. or condition. For example. desired size. (depending on the circumstances). Everyday activities. This Defect covers a wide range of possibilities. might possess but are not detailed in the rules. the character cannot attempt to use the Attribute again for 30 minutes to 2 hours. The UNIQUE DEFECT Vulnerability should only affect the character rarely. When in close proximity to the Vulnerability.SPECIAL REQUIREMENT UNSKILLED This Defect forces the character to meet a Special Requirement An Unskilled character starts with less than the usual number of before an action or task can be completed. Being Wanted is unbearable guilt or punishment by superiors. Attribute again for 1 to 10 minutes. The attack restriction can only be overcome during The character is wanted by the law. and thus the 2 BP The character has 8 fewer starting Skill Points. there is no single person devoting his or not apply to heroic characters who cannot “attack innocent people. 2 BP The Special Requirement is difficult to obtain and/or needed often. a powerful criminal. activity. or a Force Field might not always appear in the correct place. needed constantly. the character cannot attempt to use the 3 BP The weak point is large (-2 Called Shot attack penalty). including organisation that has placed a price on his or her head. 95 . The Special Requirement may Skill Points. 3 BP The character has 12 fewer starting Skill Points. 2 BP The character must make the check against DC 17. such as eating and reduce his or her Skill Points below zero. UNIQUE DEFECT EXAMPLE: ATTACK RESTRICTION A character with the Attack Restriction Defect has limitations on whom he or she can attack due to a reduction of free will (such as “hard WANTED coded” commands). contract. the At the GM’s and player’s discretion. 2 BP The weak point is small (-4 Called Shot attack penalty). may not be aware the weak point exists. however. a failed check indicates that it activates in an unexpected manner. are not considered to be Special Requirements unless they must be carried out under unusual conditions or more frequently for some 1 BP The character has 4 fewer starting Skill Points. In non. or the having complete strangers calling the police or pursuing the character DEFECTS character has slight reservations. VULNERABILITY 3 BP The Special Requirement is extremely difficult to obtain and/or The character has a critical weakness to a specific object. or even the character. an environmental Attribute. the character’s Wisdom should be used as a default. point is ever hit during combat with a Called Shot (see page 116). natural critical hit (a natural 20). an action. 1 BP The Defect occurs infrequently and/or has a slight effect. properly. In non- combat situations. the Ability check determines if the Attribute operates discovered by accident or through careful study. until its presence is For this alternative. One of the character’s Attributes frequently character is extreme. but there may be the character has extremely strong reservations. reason. If the weak character is not in combat). sleeping. Additionally. The opponent. a character with Size Change might not always grow to the Hit Points and falls unconscious. Ranks when affected by the Vulnerability. This Defect obviously does different from having a Nemesis. characters may not take this Defect if it would condition. no actual reward posted. If the attacker rolls a represent an Attribute that does not always function in the manner desired. thought. In non- combat situations. it can temporarily strip the character of some of his or her Attributes (GM determines which Attributes are affected). contract. combat situations. he or 3 BP The character’s restriction applies to a large group of people. UNRELIABLE POWER 3 BP The reward. 1 BP The Special Requirement is easy to obtain and/or needed infrequently. does not function when desired. or the character has strong reservations.

plus any other Attribute provides extra Points. she for every 5 Energy Points sacrificed and may keep a character who has could assign the +1 to her Armour Class Bonus rather than increase her fallen deep into the negatives alive long enough to receive medical Base Attack Bonus. a Level 5 Samurai (d10 Hit Dice) with a Con of 14 (+2 modifier) and 2 Ranks of Damn Healthy! (+2d8 + Con modifier) would have Hit Points equal to Now that the majority of character creation is finished. whether he or she Dynamic Sorcery and Magic. When a character defends against an attack. is -1) would have Energy Points equal to 8d2-8. Once this is decided. Characters are more frequently knocked unconscious than killed. character with an Int 12. the character throws. when a character advances drained from your character’s total. The saving throw succeeds if the total of the die roll BESM d20 uses the variant defence roll rule because we feel it plus modifiers equals or exceeds the DC. he or she will fall unconscious from exhaustion. you can 5d10 + 2d8 + 14. Hit Points. for each Level gained. Apply the character’s Wisdom modifier to Will saving current Hit Point total. however. BESM d20 assumes character death is rare. Energy Points are needed to fuels certain Attributes such as A character may decide. or attacks against a character’s vitality and health. which is how most d20 System games handle death. his or her Defence gains increased dice for Energy Points. minus any modifier for the Not CALCULATED VALUES So Tough Defect. Wisdom. HIT This POINTS value dictates the amount of physical damage your character’s WILLPOWER body can sustain before it ceases to function (for example. Additionally. In these instances. Armour character Level (with a minimum of 1 per Level). Size Modifier (see Charisma. a character has 45 HP and drops below -45 HP) then the STEP 10: DETERMINE character is dead. plus their Constitution modifier per die rolled. Note that characters lose their Dexterity bonus to Armour Class when they are flatfooted. Why the Defence Roll? circumstance. unaware of the attacker. active effects. and no d20 Defence Roll is made. but they can also be used to temporarily wants to use the Base Attack Bonus for that Level either as Base Attack increase Ability Scores or Hit Points. For instance. Apply the character’s Dexterity modifier to Reflex Saving throws. a character is physical trauma. wish to FORTITUDE use the familiar d20 Armour Class rules to speed up combat by These saves measure a combatant’s ability to stand up to massive removing the defence roll. Mastery. REFLEX These saves test a combatant’s ability to evade attacks or otherwise avoid deadly situations. etc. When your character is subjected to an unusual attack such as the character does not gain benefits from Dexterity or Defence Combat Mind Control or an attempt to Teleport the character in front of a truck. the GM may have characters die when they fall to -10 character has a Base Attack Bonus (even if the bonus is +0). Wis 16. and any other appropriate bonuses or Characters with Ranks in the Dynamic Sorcery Attribute (page 44) FINISHING TOUCHES penalties. It is determined by taking the characters Base Attack Bonus earned from character Level and adding any Ranks of the Attack Combat ENERGY POINTS Mastery Attribute acquired during creation. plus any Ranks of Damn Healthy!. considered to always “take 10” for defence rolls and thus his or her Apply a character’s Constitution modifier to Fortitude saving throws. For example. Damage delivered in combat is subtracted from your character’s domination. such as altering game events or re-rolling dice. or Charisma (the weakest aspect of the Class (AC) that is a reflection of how hard a character is to hit in combat. This advantage only lasts for a few Bonus or as an Armour Class Bonus. a Level 8 Class is determined by adding the character’s modifier from Dexterity. character determines his or her energy reserves) and adding 1d2 per BESM d20 uses the Defence Roll variant rule from the DMG. The Base Attack Bonus is a representation of the character’s skill in combat. in other ways as well. A saving throw roll is d20 + the character’s base save bonus + other modifiers due to equipment. Finally. thought that may not suit the specific style of game the GM wishes to run. falls unconscious. determine your character’s Calculated Values. For example. may not change it. ARMOUR CLASS A character’s Energy Point total is determined by taking the lowest Every character (and items in some circumstances) has an Armour modifier of Intelligence. plus any other modifiers. the GM may also award the attention. If character death should BASEEveryATTACK BONUS be more common. your character These saves reflect a character’s resistance to mental influence and dies). gaining an additional +1 Base Attack Bonus. If the total even drops to a negative number that is lower that the negative number of the characters total Hit Points (for 96 . and Cha 8 (the lowest modifier. If the total ever falls below zero. environment. If the SAVING THROWS character is not moving at all (by choice or because he or she is hindered). If this option is selected. GMs may. or otherwise unable to fully benefit from their Dexterity bonus. The character also does not gain any Character Points Any Ability can be raised by 1 value for every 5 Energy Points for choosing one way or the other. the Energy Bonus Roll is equal to d20 + the character’s Armour Class. Hit Points can also be increased by 2 to a 3rd Level Samurai. If your character’s Energy Points total is ever reduced to 0. CHAPTER 10: applicable modifiers. Table 10-1: Size Categories). example. Armour Class is always calculated as 10 + the character’s base Armour Class — no roll is required. any Ranks of the Defence Combat Mastery Attribute. your GM may decide that Energy Points can be used character one free Character Point to keep the Points balanced. A characters’ Hit Points are determined by the Hit Dice appropriate for their class Rank. better reflects the dynamics of combat — the worst combatant The three different kinds of saving throws are these: periodically defends against an attack very well while the best combatant sometimes takes a misstep. he or she is allowed to make a saving throw to reduce or completely avoid the effects. This value represents the personal reserves and fortitude your character has at his or her disposal when carrying out difficult or spiritual ARMOUR CLASS BONUS (OPTIONAL RULE) tasks. the character minutes — the duration of an important task.

Skills. This final step in character creation also serves as your last chance to Should the character change more than one size category. while still leaving room the appropriate size movement modifier by his or her Dexterity (see Table for the character to grow in the future. +2 +2 Small => Tiny -4 +2 . -10 +6 -2 . standing out in a crowd. multiply concentrate on fine-tuning his or her personality. +0 +0 +0 . . and Base Attack Bonus may change as well. -8 +4 -2 . As an incentive. Defects. Natural Armour. . characters who deviate from the average size of Leaving room for growth can provide numerous character development their companions will suffer societal disadvantages.+4 +5 -4 -4 to easily find clothing and weapons of the right size. -4 -4 2 size categories +2 BP +4 BP +6 BP Diminutive => Tiny +2 -2 . Armour character’s Abilities are changed after using the Background Points. Sizes outlines the affects of increasing or decreasing size by one category.-4 . -2 -2 3 size categories +3 BP +6 BP +9 BP Tiny => Small +4 -2 . -1 -1 5 size categories +5 BP +10 BP +15 BP Medium => Large +8 -2 +4 +2 -1 -1 6 size categories +6 BP +12 BP +18 BP Large => Huge +8 -2 +4 +3 -1 -1 7 size categories +7 BP +14 BP +21 BP Huge => Gargantuan +8 . +1 +1 Large => Medium -8 +2 -4 -2 +1 +1 CHAPTER 10: Huge => Large -8 +2 -4 -3 +1 +1 Gargantuan => Colossal => Huge -8 Gargantuan -8 . better visualise your creation is to provide detail through a background history. If any of your Attribute. One of the most effective ways to 10-1: Size Categories). a character story. -2 . depending on the societal impact size has on the Diminutive => Fine . +2 +2 x1 Small 3 Dog 8 — 60 lbs. . if a character changes sizes (perhaps using the Size Change among the Ability Scores or Character Attributes. but you should not become obsessed with them. For every size NATURAL ARMOUR ATTACK category the character deviates from this average. +4 +4 campaign (GM Discretion.000 tons +32 -4 +16 +14 -8 -8 x7 TABLE 10-2A: CHANGING SIZES – GROWING TABLE 10-3: SIZE COST MODIFIERS BASE DEVIATIONS FROM AVERAGE SIZE MINOR MAJOR SEVERE NATURAL ARMOUR ATTACK OF PLAYER CHARACTERS DISADVANTAGE DISADVANTAGE DISADVANTAGE OLD SIZE NEW SIZE STR DEX CON ARMOUR CLASS BONUS 1 size category +1 BP +2 BP +3 BP Fine => Diminutive . Tiny => Diminutive -2 +2 . -1 -1 4 size categories +4 BP +8 BP +12 BP Small => Medium +4 -2 +2 .-4 -4 -5 +2 +4 +2 +4 BACKGROUND POINTS Now that the numerical component of your character is complete MOVEMENT (Abilities. The generalised opportunities during the course of the adventures. Where does are cumulative. . Creating a character at any size other than motivations. which are then distributed Also. In some campaigns. he or she is awarded 1 OLD SIZE NEW SIZE STR DEX CON ARMOUR CLASS BONUS to 3 Bonus Points. the GM will award you 1-3 Background medium costs (or returns) the Character Points outlined in Table 10-1. Spending time to SIZE CLASSES develop your character without a rule structure will enhance your role- Characters are classified into nine size categories. inconveniences — the Marked Defect. . +8 +8 x1/4 Diminutive 17 Rodent 1/8 — 1 lbs. — are represented by awarding such characters TABLE 10-2B: CHANGING SIZES – SHRINKING Defect Bonus Points. +2 . . Points for each contribution you complete.+4 +4 -2 -2 8 size categories +8 BP +16 BP +24 BP Gargantuan => Colossal +8 . trouble entering certain buildings. -4 +2 -2 . you should To determine a character’s base speed in feet per round.TABLE 10-1: SIZE CATEGORIES BASE POINT APPROXIMATE NATURAL ARMOUR ATTACK MOVEMENT SIZE COST EXAMPLE SIZE WEIGHT STR DEX CON ARMOUR CLASS BONUS MODIFIER Fine 38 Insect 1/8 lbs or less -10 +8 -2 . etc. you Class. inability 97 . or a character drawing. as outlined in playing greatly. his or her Ability Scores. all modifiers answer important character questions before game play begins. and can give the GM a window into your character’s Table 10-1: Size Categories. page 61). Table 10-2: Changing must recalculate any appropriate Calculated Values. Attributes. +4 +4 x1/2 Tiny 7 Cat 1 — 8 lbs. +1 +1 STEP 11: EARN FINISHING TOUCHES Medium => Small -4 +2 -2 . +1 +1 x2 Medium 0 Human 60 — 500 lbs. he or she live? Work? Earn money? What are your character’s likes? Dislikes? What about family? Friends? Romantic interests? Enemies? Details add MODIFYING SIZE depth to your character. 0 0 x3 Large 2 Horse 500 lbs — 2 tons +8 -2 +4 +2 -1 -1 x4 Huge 5 Elephant 2 — 16 tons +16 -4 +8 +5 -2 -2 x5 Gargantuan 5 Sperm Whale 16 — 125 tons +24 -4 +12 +9 -4 -4 x6 Colossal -4 Blue Whale 125 — 1. see Table 10-3: Size Cost Modifiers). BASE Determine the average size of the player characters. and Calculated Values).

A feature is a change to the basic weapon template that reflects a particular factory model. which requires Strength 42. only two above the Strength Requirement to wield a bus as a weapon. The weapon must be fired at rest with the shooter lying prone behind it. See pages 62-67. Some weapons possess Abilities and Disabilities to reflect their unique capabilities. it would be treated as a short-range weapon because it is damage value based on one that is similar in form and function. If it wished to throw a bus of common weapons. but it Low Penetration can be used in melee combat as a spear.) to improve its accuracy. Naturally. firearms. may be high-tech or shotguns have the Limited Shots Disability x2 (2 shots). If a weapon is not listed. Conversely. it should be created using the Item of Power Attribute ** Some shotguns are “double-barrelled” and can fire both barrels at (page 50). has Medium range. What would an anime campaign be without the sleek vehicles and “Abilities” or “Disabilities” are any special capabilities or limitations the high-tech toys that so many of the characters wield in their adventures? weapon possesses. Weapon options are available for any class of weapon unless characters may decide to throw at their opponents. dropped. Item of Power reflects magical or supertech items that are once. if the character throws a car. are indicated in the table as well. improved Melee Disability (page 66) as well. requires far more than money and skill to create. For example. or extensive after-market customisation. magical ring. Options for weapons are classed as either accessories or features. however. This modification grants a +1 bonus to any attack check when firing single TABLE 11-1: IMPROVISED WEAPONS shots. but are within the ability of modern science. heavier barrel. nothing gets the trick done like a reliable firearm. This requires the IMPROVISED WEAPONS Knowledge: Mechanics (Gunsmith) Skill to install. polygonal rifling. Low Penetration Strength 28 round). Full descriptions of these modifiers are on pages 62. An accessory is something that can be easily someone to pick up a nearby object and wield it is a weapon. etc. it would be treated as a Long Range weapon (a Manhole cover has a Strength requirement of 28. delivers +2 damage when If a character requires a more powerful item. anyone with enough required to wield the object as a weapon effectively. All Improvised Weapons have the Muscle-Powered The following section provides quick and simple rules that help Ability. increases by one category every 8 Points of Strength above the Strength Ensure that the desired item is. The power armour worn by the JSDF weapon is thrown. 56. Strength 18 Modification Type: Accessory When the bipod is unfolded. A bayonet is available for any Park Bench 1d8 . or otherwise mistreated. the base Short range WEAPONS increases to Medium for a Strength of 36 and Long for a Strength of 44). Each accessory or feature 67. and The Armour Ratings and Hit Points of operation weapons. rules is intended for use with the Personal Gear Attribute (see page 57). incredibly expensive. If so. such as do not cost Points. is typical of target pistols and competition or sniper rifles. it would be treated as a Medium Range weapon (Medium range for a Strength Table 11-2: Weapons lists the damage values and other characteristics of 50 but requires Strength of 58 for Long range). Inaccurate Strength 40 this option). considered “mundane” (their advantages and disadvantages cancel). This if necessary. following options can be added to different types of weapons to enhance 98 . Steel Girder 2d10 Spreading Inaccurate Strength 48 Telephone Pole 2d8 Spreading Inaccurate Strength 40 BIPOD ATTACHMENT Stop Sign 1d6 . a weapon It would be incomplete. An accurised weapon must be STRENGTH in excellent condition with its sights precisely aligned — it will lose its OBJECT DAMAGE ABILITIES DISABILITIES REQUIREMENT bonus if knocked about. but no bonus if used with Auto-Fire. Gear. the weapon is a bit more awkward. GMs are encouraged to use this ACCURISED table as a guideline should their players decide to grab something in the Modification Type: F eature middle of combat that is not listed. however. A bipod is available Sometimes. it is treated as a Short Range weapon. the GM should assign a at an opponent. . Bus 3d10 Area Effect Inaccurate Strength 56 Low Penetration BAYONET Car 2d10 Area Effect Inaccurate Strength 42 Modification Type: Accessory Low Penetration The weapon is fitted with a lug to accept a bayonet (included with Dumpster 2d8 . and may require In combat between anime characters. Unless noted otherwise. players and Game Masters create a plethora of weapons and vehicles with “Skill” is the Skill and Specialization that provides a bonus when firing the which to outfit characters. Improvised Weapons provides commonly encountered examples of CHAPTER 11: EQUIPMENT improvised weapons and their statistics. If any improvised funding and skill could build one. most weapons have the The weapon has been specially modified (custom grips. The equipment created with the following weapon. an additional +1d6 damage is delivered. The range supersoldier. the weapon is treated as if it is Accurate (cumulative with any other Accurate bonuses) and Static. in fact. but Table 11-1: otherwise noted. it is not uncommon for several hours or more. such as power armour or a wielded two-handed. While “Strength Requirement” indicates the minimum Strength Ability Score a character’s vehicle may be the best car on the road. It is attached or removed from the weapon within a few seconds to several impossible to account for every conceivable weapon that the player minutes. the bayonet is also usable as a knife. though they can be thrown in combat sights. Note that special or magical weapons might cause additional damage normally counts as a minor item of Personal Gear. if a Giant Robot character who has Strength of to build it with the rules herein. Double Barrelled exceedingly difficult to create. performance or otherwise alter them. ANIME TOYS WEAPON TABLE NOTES “Damage” is how much punishment the weapon inflicts (the damage of the attack). When attached. The for any rifle. When detached (requires one Manhole Cover 2d10 . threw a manhole cover. Personal Gear before attempting requirement. CUSTOMISING FIREARMS Folding or unfolding the bipod requires one round. Some options are or possess unique abilities beyond those listed here. * Requires two hands to wield properly. Low Penetration Strength 32 rifle.

machine is available for any rifle or assault weapon. and thus either saves them for hand loading or prevents any briefcase or attaché case without removing it. 30 Hit Points) Tear Gas Grenade 2d10+1 Area Effect x2 Inaccurate Heavy Weapons (Grenades) Light Pistol 1d6+1 Concealable Low Penetration Gun Combat (Pistol) Enduring Limited Shots (1) Short Range Self-Destruct Heavy Pistol 1d8+1 Concealable Short Range Gun Combat (Pistol) Slow Machine Pistol 1d8 Auto-Fire Inaccurate Gun Combat (Auto-fire) Stun Concealable Limited Shots (6) Toxic Spreading Short Range Taser 1d8+1 Stun Low Penetration Gun Combat (Pistol) Magnum Revolver 1d8+2 Concealable Limited Shots (6) Gun Combat (Pistol) Short Range Short Range Slow Medium Pistol 1d8 Concealable Short Range Gun Combat (Pistol) Pepper Spray 1d8+1 Concealable Melee Range none Revolver 1d6+1 Concealable Limited Shots (6) Gun Combat (Pistol) Irritant Limited Shots (6) Short Range Stun Toxic CHAPTER 11: EQUIPMENT Rifles (3 Armour. or Belt 1d4 Concealable Low Penetration Melee (Whips) Flexible Melee Thrown Weapons Muscle-Powered Concussion 2d10+1 Area Effect x3 Limited Shots (1) Thrown Weapons (Grenades) Grenade Concealable Self-Destruct Bows (1 Armour. 25 Hit Points) Pistols (2 Armour. Staff or Pipe 1d6* Muscle-Powered Melee Melee (Polearm) Light Anti-Tank Weapon Burning Limited Shots (1) Club. Limited Shots (1) Archery (Crossbow) Thrown Knife 1d4 Concealable Limited Shots (1) Thrown Weapons (Blades) Long Bow 1d8 none Limited Shots (1) Archery (Bow) Short Range Guns Non Lethal Ranged Weapons (2 Armour. or a submachine gun. 60 Hit Points) Assault Rifle 1d8+2 Auto-Fire Limited Shots (6) Gun Combat (Auto-fire) 120 mm Heat 5d6+10 Area Effect Limited Shots (1) Heavy Weapons (Launcher) Spreading Burning Heavy Assault Rifle 2d6+2 Auto-Fire Inaccurate Gun Combat (Auto-Fire) Long Range Spreading Limited Shots (6) Penetrating Hunting Rifle 1d8+2 none none Gun Combat (Rifle) 120 mm Sabot 6d6+12 Accurate Limited Shots (1) Heavy Weapons (Launcher) Light Rifle 1d6+1 none none Gun Combat (Rifle) Long Range Sniper Rifle 2d8+1 Accurate Limited Shots (6) Gun Combat (Rifle) Penetrating x2 Stinger Missile 4d6+8 Area Effect Backblast Heavy Weapons (Launcher) Shotguns (3 Armour. 35 Hit Points) Bladed Weapons Light Mini-Gun 1d8+1 Accurate Limited Shots (6) Gun Combat (Auto-fire) Axe 1d8 Muscle-Powered Inaccurate Melee (Axe) Auto-Fire Static Melee Spreading Broadsword 1d10 Muscle-Powered Melee Melee (Sword) Heavy Mini-Gun 2d8+2 Auto-Fire Limited Shots (6) Gun Combat (Auto-fire) Knife or Dagger 1d4 Concealable Melee Melee (Knife) Spreading Static Muscle-Powered Machine Gun 2d8+1 Auto-Fire Static Heavy Weapons (Machine Gun) Long Sword 1d8* Muscle-Powered Melee Melee (Sword) Spreading Short Sword 1d6 Concealable Melee Melee (Sword) Submachine Gun 1d8+1 Auto-Fire Limited Shots (6) Gun Combat (Auto-fire) Muscle-Powered Spreading Short Range Spear 1d8 Muscle-Powered Melee Melee (Polearm) Heavy Weapons (2 Armour. Baseball Bat 1d6 Muscle-Powered Melee Melee (Club) Penetrating Self-Destruct Nunchuku or Chain 1d6 Flexible Melee Melee (Whips/Chains) Slow Muscle-Powered Static Whip. Rope. 35 Hit Points) Ordnance (5 Armour.TABLE 11-2: WEAPONS Weapon Damage Abilities Disabilities Skill Weapon Damage Abilities Disabilities Skill Melee Weapons Assault Weapons (3 Armour. A brass catcher the case handle. using a hidden trigger in incriminating ballistics evidence from being left behind. The weapon must be an auto-loading pistol. 30 Hit Points) Blunt Weapons 66 mm LAW 3d6+6 Area Effect Inaccurate Heavy Weapons (Launcher) Bo. 20 Hit Points) Short Range Crossbow 1d10 none Slow. 35 Hit Points) Homing Limited Shots (1) Shotgun 2d6+2** Spreading Limited Shots (6) Gun Combat (Rifle) Long Range Only Air Targets Low Penetration Penetrating Self-Destruct Short Range Slow Heavy Shotgun 2d8+2** Spreading Limited Shots (6) Gun Combat (Rifle) Static Low Penetration Tomahawk Missile 7d6+14 Accurate x4 Limited Shots (1) Heavy Weapons (Launcher) Short Range Area Effect x3 Self Destruct Long Range x8 Slow Penetrating x2 Static Stoppable BRASS CATCHER BRIEFCASE-FIRING Modification Type: Accessory Modification Type: Accessory This attachment collects cartridges as they are fired out of the The weapon is designed to be concealed in and fired from a weapon. pistol. The weapon suffers a -4 penalty to the 99 .

stock. If the weapon is also carbine-format. submachine guns. Modification Type: Accessory Unfortunately. and rifles may be which helps the attacker fitted with determine whether or not he or silencers. sawed-off. or more technically. Scopes are available the Extra Attacks Attribute) to fold or unfold the for all guns. target them without any penalties for darkness. CARBINE-FORMAT Modification Type: Mundane Feature NIGHT VISION SCOPE The weapon has a shorter barrel and stock. or machine pistol. masking this signature. shotgun. which is cumulative with A silencer. A weapon with a flash suppressor sawed-off shotgun can be concealed under a long coat (see Concealable attached is easier to detect if hidden (+1 bonus). It to aim at a target (see page 117). The GM should Modification Type: Accessory modify this distance/check for conditions such as A laser sight projects a small. In game weapon cannot be terms. the law 100 may require trigger locks on some or all firearms. In some areas. the attacker concealed or holstered until the silencer is removed. carbine-format weapon is available for any rifle. and Heightened Senses.” This functions exactly like a regular scope. ambient noise. range. which requires one round. FLASH SUPPRESSOR SAWED-OFF BARREL Modification Type: Accessory Modification Type: Feature The hot gasses produced when a bullet is fired are quite visible at This modification is for shotguns only. where the weapon is pointing. there is an extra SILENCER -1 penalty to any check to spot the weapon Modification Type: Accessory while concealed. The weapon suffers a -2 attack check penalty a flashlight at night can also be detected at a greater distance. A to “turn night into day. A of a weapon. The gun can usually be receives a +1 bonus to their appropriate attack check in situations where unclamped from the case and used normally (takes one round). making it handier and more concealable. GMs may they can see the laser dot on the target (usually up to Short Range unless use similar rules for umbrella guns or other disguised weaponry. SPEED LOADER Modification Type: Accessory A speed loader is a device that holds a number of revolver cartridges and permits them to be rapidly inserted into a cylinder. or minigun. he or she can ignore the Limited Shots Disability of any revolver. machine pistols. TRIGGER LOCK Modification Type: Mundane Feature An integral lock that prevents the gun from being used without the right key or combination. Modification Type: Mundane Feature and permits illumination of targets at short range so that attackers can A snub-nose is a shorter-barrel versions of any auto-loading pistol. or assault weapon. but is also shorter ranged. Laser sights with an infrared beam (visible only to people with night vision scopes or goggles) are also available. combined with a scope). LAW. This feature can be assigned to that attaches to the weapons barrel and reduces the noise the any rifle. cumulative with other bonuses or penalties of the weapon). taser. attack check when fired from within a brief case. page 64) as if it were a submachine gun. Auto- bright dot of laser light exactly loading pistols. Sawing off the barrel of a night. except that it also eliminates any penalties for darkness. weapon makes while firing. A flash suppressor is a long device that can be attached to the end shotgun means that it is easier to conceal. . A silenced she is on target. someone using revolver. but suffers -4 penalty to damage at ranges beyond Melee Range. Of course. At up to Melee available for a grenade launcher. a sound-suppressor. If a character has this minor Personal Gear. is a tube other modifiers. at any range greater than 10 feet and delivers less damage (-1 to damage). page 64) as if it were a submachine gun. This bonus only applies to targets requires one round (one attack if the character has further away than Melee Range (over 10 feet). a weapon with this feature also suffers A telescopic sight mounted atop the weapon gives the shooter an from the Inaccurate Disability (-4 penalty) when extra +1 bonus to his or her attack check when taking an entire turn firing at targets at over half its effective range. Range (10 feet or less) it has a wider spread of pellets (+1 bonus on attack checks). A silenced weapon cannot be heard at a range of greater than 10 feet unless a nearby character CHAPTER 11: EQUIPMENT LASER SIGHT makes a successful Listen Skill check. but is substantially easier to conceal (-1 penalty to spot the hidden FOLDING OR TELESCOPING STOCK weapon. Modification Type: Feature The stock on the weapon can be folded or telescoped SCOPE down. It takes an extra round to unlock the gun before it can be ready to fire. A flash suppressor is not weapon Ability. or a submachine gun. FLASHLIGHT ATTACHMENT Modification Type: Accessory SNUB-NOSE This attachment allows any weapon to be used with a flashlight. A carbine format Modification Type: Accessory (counts as 2 minor P ersonal Gear) subtracts 1 damage but allows the weapon to be concealed under a long This scope uses thermal imaging or light intensification technology coat (see Concealable Ability.

” “dumdum. but contrary to myth. GRENADES AND EXPLOSIVES shotguns. Standard ammunition for shotguns is shot. Any further shots qualities — it simply helps protect the rifling inside the gun from the fired before the gun can be carefully cleaned suffer a -2 attack check tougher material from which the bullet is made. Some brands of quarter (round up) the basic damage per round for the next five rounds. This penalty lasts for a number of rounds equal to the amount by which the save was failed. therefore explode next to paper or other flammable substances. and the damage is 2d8 with a save DC of 13 pistols. Damage is the same as concussion but if the gun’s muzzle is directly in contact with someone.” A weapon using rubber bullets automatically suffers DYNAMITE STICK from the Low Penetration Disability (page 66) and delivers 4 less damage This explosive functions like a concussion grenade. If characters have more than one type of ammunition. Tear gas grenades also release a HOLLOW POINT (HP) lot of smoke and may occasionally (GM’s option) start fires if they This is a bullet designed to expand after entering a target. BLANKS TEAR GAS GRENADE A blank is a cartridge without the bullet that also has a reduced This grenade bursts to fill a room-sized area (10 foot radius) with powder load. these shells contain phosphorous chemicals that convert the shotgun into an improvised ARMOUR PIERCING (AP) flamethrower. The character suffers a -2 save penalty if he or she is right are cumulative with any Low Penetration modifiers. These bullets are available for auto-loading pistols. 2d10 damage is attacker gains a +1 bonus to his or her attack check. but if any damage This is a bullet specifically designed to punch through Armour. target suffers (the bullets “mushroom” inside living tissue). and the gun will jam on any roll of 1 or 2 (requiring cleaning bullets are assigned the Penetrating (Armour) Ability (page 65). stunning many police departments. All of these explosives count as minor Personal Gear except a satchel charge. Blanks are available for auto. or if the target was goggles (such as a welding mask) and ear protectors will receive a +6 unarmoured. but range is limited to Melee Range. the target receives fire damage. but only if the base damage penetrates the target’s Armour. Damage is reduced by 4 (minimum 1).” HP ammo is standard issue in These special grenades produce a super firecracker effect. which is the usual combat load.” or pre. DC available for shotguns. 1d6 bonus damage is added to the damage that a living bonus to their save to avoid the grenade’s effects. 101 . rifles. killer bullets”) is usually illegal. The teams. and suffers one using a steel or tungsten core rather than jacketed lead. These disadvantages and the roll. FLASH-BANG GRENADE fragmented rounds such as “safety slugs. however. except the blast (minimum 1 damage). revolvers. imposing a -2 penalty on all checks. This damage is also very painful. These are bullets encased in rubber or plastic. This weapon is a favourite of hostage-rescue are less likely to pierce walls and injure bystanders on the other side. Hollow Point bullets have less Armour-penetrating power: number of combat rounds equal to the difference between the save DC Armour protection is doubled against the bullets. (usually) non-lethal irritant gas. Bird shot is only delivered to everyone in a 15-foot radius who fails a Reflex save vs. chemical smoke for 3 to 8 rounds (depending on wind). Hollow Point bullets are known by various trade names. Rubber bullets are available for auto-loading covers only a 10 foot radius. Police will often use whatever type they need for their standard weapons. expelled can still be dangerous or fatal. Characters wearing anti-flare succeeds in penetrating Armour. The statistics given for shotguns assume they are using buckshot. Standard slugs to stop cars or blow open barricades. No physical damage will be suffered. revolvers. fail a Fortitude save. penetrates Armour. AP before the gun can be reused). The the coating on AP bullets has nothing to do with the Armour-piercing ammunition tends to foul the gun after use. A blank normally does not deliver any damage when fired. CHAPTER 11: EQUIPMENT doing greater damage. If using birdshot (with a greater number CONCUSSION GRENADE of smaller pellets) damage is reduced by 4 (minimum 1 damage) but the This grenade is filled with high explosives. machine guns. revolvers. and machine guns loses both the Spreading Ability (page 65) and the Low Penetrating is a lead bullet. AP pistol or revolver ammunition (“cop The user throws these hand-held explosive weapons at a target. but the victims must make Hague Convention prohibits HP bullets for military use in international a Fortitude save against a DC of 20 or be blinded and deafened for a conflicts. If even 1 damage next to the grenade when it explodes. however. and rifles. instead of a Reflex save). Special shells are also available for shotguns. Anyone exposed bullet. Armour-piercing ammunition are Teflon-coated. Their use uses the Thrown Weapons (Grenade) Skill. When using slugs. Slugs are available for shotguns only. and shotguns. and thus the actual damage is always halved (round up) after the effects of Armour are considered. the hot gasses grenade (2d10 damage with a Fortitude save. and it does not blank-firing gun in combat. No extra damage is inflicted SMOKE GRENADE on machines or structures by HP bullets. machine guns. since the rounds are better man-stoppers and people with sound and light. to the gas also suffers a -2 penalty on all checks due to irritation if they loading pistols. machine guns. revolvers. rifles. ammunition. each extra type that is carried counts as a minor INCENDIARY SHELLS Personal Gear. These shells are available for shotguns only. which is BIRD SHOT treated as major Personal Gear. When a character is using a but is “stun only” — it wears off after a few minutes. and rifles. a shotgun ammunition for auto-loading pistols. which are designed to be “less lethal. Weapons using AP penalty. and include bullets described as “expanding. Anyone without night vision goggles or a night vision scope will suffer a -4 attack check RUBBER penalty when attacking a target obscured by smoke. this type of bullet is called “ball” in military parlance. the gun is treated as if it is firing a rubber affect non-living things or anyone wearing a gas mask. and for shotguns firing slug for half damage. revolvers and rifles. HP bullets are available for This grenade fills a room-sized area (10 foot radius) with non-toxic auto-loading pistols. machine guns. bullets are somewhat less lethal against flesh. 15 (those who make the save take half damage).TYPES OF AMMUNITION SHOTGUN SLUGS It is assumed that characters have access to ammunition of A shotgun can fire big bullets instead of shot. Disability (page 66).

Year 2003 cost: $100. Year 2003 cost: $15. RACE CAR A dedicated race car (such as a Formula 1 racer or funny car) with an aerodynamic body. Year 2003 cost: $2. Dirt bikes include guidelines (pages 104). and superior sticks. Scooters are suitable for a approximate US dollar (USD) values. but with a their appearance when someone hijacks or plants a bomb on them.000+ USD. seat belts. Year expensive luxury car. PICKUP TRUCK OR SPORT/UTILITY VEHICLE HEAVY TRUCK A light truck with cab seating (2-3 people). Such a vehicle HELICOPTER is not “street legal. somewhat cramped passenger car. many international organisations use high tech vehicles in their quests to keep their interests safe. (“reefer”). Standard features on modern vehicles include headlights. add custom options such as Big Engine and Luxury 2003 cost: $60. or station wagon (extra room in back. BUS SUB-COMPACT CAR A city. Year 2003 cost: $3. and is about 10-15 yards long.000+ USD. refrigerated passenger capacity (sport/utility vehicle). often with a hatch back and extra cargo space). and less The basic motor vehicle of the 20th century. Standard Along with their specialised weaponry. If the trailer is (four door). Pick one of these options for the cargo area: flat bed (open cargo). In action series. refrigerated (“reefer”). and wheels and are normally powered by a gasoline internal combustion air conditioning. It will usually have a number of posh TIMED OR REMOTE DETONATOR features. Year 2003 cost: $30. Year 2003 cost: $50. with one or two big rear doors and requires a Demolitions Skill check.000+ USD. ambulances.000+ by characters.000+ USD. a single seat. but the blast transmission and suspension. or excursion bus. with a powerful tractor PASSENGER CAR cab designed to tow a big trailer. such as a luxury interior. off-road suspension. and very powerful engine.000+ USD. Interior. school. a big rig may be 20 yards An ordinary compact or mid-sized automobile. Attaching the detonator to the explosive and properly setting it A light panel truck or mini-van. Year 2003 cost: $12. throw far. Year 2003 cost: $10. etc. rather than SCOOTER providing individual statistics for specific models. Pick one of these options four-wheel drive and either an open cargo bed (pickup truck) or extra for the cargo area: flat bed (open cargo). Standard features include headlights. tanker.000+ USD. It is easier to park.000+ USD. Year 2003 cost: $50. dump truck. Unlike a grenade. Year 2003 cost: $50. Automobiles have four flammable). DIRT BIKE These basic templates can be modified using the Customising Vehicles A motorbike designed for off-road operations. STRETCHED LIMOUSINE An oversized passenger car. Some sports cars carry two people. and air conditioning. A lot less comfort than a comparable mid-sized vehicle. Year 2003 cost: $20. typical bus seats 35-45 people (with plenty of standing and cargo room) but not as robust. This device is used to explode a satchel charge (or other bomb) from a distance. either at a specific time or in response to an electrical or radio VAN signal. engine. All costs are A small bike with an anaemic engine. a horizontal main rotor that provides lift and (by tilting the helicopter) 102 . Additionally. coupe (two doors. so its range is limited to melee range for average humans — the attacker will be caught in the charge’s blast unless it has a timer. Some vehicles are suitable for use as personal vehicles usually be carried without much difficulty. these usually make A small.000+ USD. Cars are available in long.000+ USD.000+ USD. They have transmissions in working order. van (enclosed cargo). as a city bus) when no better transportation is available. street cleaner. tanker. single rider only. OVERSIZED VEHICLE A big ground vehicle with six or more wheels. sedan van (enclosed cargo). rigged and modified vehicles. MOTORBIKE This section describes the standard vehicles likely to appear in a A big bike with a reasonably powerful engine. BIG RIG An 18-wheel tractor-trailer combination. with the exception of the motor scooter and ultra-light (minor Personal Gear). while a desperate individual may commandeer others (such USD. but reduced rear unhooked from the “fifth wheel” (this takes at least two rounds outside visibility for driver) body styles. This section concentrates on general types that are in common use. a satchel charge is too heavy to two in cramped back seats. With trailer.000+ USD. SATCHEL CHARGE SPORTS CAR This is a knapsack full of plastic explosive or multiple dynamite A car with good aerodynamics. many modern era characters use features include headlights and rear-view mirrors. a powerful engine. A heavy truck may also be a cement mixer. with failure indicating a late or sliding side doors. Use this template with appropriate customisation for premature blast. Using the customisation options. bigger than an ordinary van. Year 2003 be further modified to match the character’s personal vision (adding cost: $4. It seats four. VEHICLES MOTORCYCLE A two-wheeled bike powered by a gasoline engine. A minor gadget. fire engine. and require a pilot’s license to operate. options such as supercharged engines or armoured glass windows) with each option normally considered to be as a minor Personal Gear. A second person can modern-day game. while covers a 25 foot radius and the delivers 5d6 damage with a save DC of others sacrifice already-meagre cargo space to carry an extra person or 18 for half damage. seat CHAPTER 11: EQUIPMENT belts. Modern helicopters are usually powered maintenance every few hours just to keep their finely tuned engines and by a gas turbine engine. airbags. air bags.” Race cars are “hangar queens” that require periodic A rotary winged vehicle.000+ USD. The explosion is treated as a concussion grenade. usually powered by AUTOMOBILE a diesel engine rather than gasoline engine (diesel fuel is cheaper. Each vehicle counts as a major item of Personal Gear. the rig’s speed can increase by 10-20 mph. and A large truck. the vehicle can the Off-Road Suspension option (page 105) at no extra cost. which can vary greatly. For an the vehicle to do this).

“3” means it is the size of a large truck Breaking Objects. and to Driving Skill checks.000+ USD. and three major items of Personal Gear. page 108. 4 50 Pilot (Light Airplane) Heavy Airplane 300 -3 5 4 40 tons ** 11 120 Pilot (Heavy Airplane) Ultra-Light 100 +1 1 1 . big rigs. 4 50 Boating (Small Boat) MILITARY GROUND VEHICLES Armoured Personnel Carrier 70 . see normal garage (weighs 1-5 tons). 3 6 1000 lbs. 2* 30 Drive (Motorcycle) Motorbike 180 +1 1 2 100 lbs. “5” is exceptionally large (100+ feet). 2 4 200 lbs. 2 3 1 ton 6 70 Drive (Car) Race Car 300 +1 1 1 . 5 60 Drive (Car) Pickup Truck 160 . while most other vehicles use gasoline. 5 60 Drive (Car) Van 150 -1 3 2 1 ton ** 7 80 Drive (Van) MOTORCYCLES Dirt Bike 140 +1 1 2 . 6 70 Drive (Car) Stretched Limousine 160 -1 2 6 1000 lbs. busses) usually burn diesel People is how many the vehicle is designed to seat. 4 50 Drive (Car) Passenger Car 160 . including the driver/pilot. 2 5 400 lbs. propulsion. This is a typical COMBAT HELICOPTER news or police helicopter. LIGHT HELICOPTER A small helicopter that can carry a couple of people. sport/utility Cargo is how many tons or pounds of cargo the vehicle can typically vehicles. not the driver or (only). and you can park it in a prevent the vehicle from working. “1” means ceases to function. Hit Points indicate how much damage the vehicle can sustain before it Size is a relative measure of the vehicle’s mass and volume. Pickup trucks. seat belts. (uses multiple parking spaces. since all vehicles except the ultra-light can operate for means it is even larger. The ultra-light’s endurance is under haul 20+ tons. “2” shut the engine down. hinder the control systems. A powerful or very large monster threats. “4” No range is listed. Year 2003 cost: $10. speed off road. or in some other way means it is about the size of a car or pickup truck. and dirt bikes move at half speed off-road. 2 6 400 lbs. A devastatingly offensive helicopter (such as the AH-1W Super Cobra). and a small vertical tail rotor to act as a stabiliser. one hour. 2 2 400 lbs. An * MB is the Manoeuvre Bonus. Oversized vehicles (trucks. 3* 40 Drive (Motorcycle) OVERSIZED VEHICLES Big Rig 150 -2 4 2 10 ton 10 110 Drive (Big Rig) Bus 120 -2 4 30-50 1 ton 9 100 Drive (Big Rig) Heavy Truck 150 -1 3 2 5 tons 8 90 Drive (Van) HELICOPTERS Combat Helicopter 300 +1 4 2 2 tons 10 80 Pilot (Helicopter) Light Helicopter 200 +1 2 3 500 lbs. fuel. 7 80 Boating (Small Boat) Recreational Boat 80 +1 2 3-4 200 lbs. or stow it in the back of a van (weighs up to 1000 lbs. 4 50 Pilot (Helicopter) Utility Helicopter 200 .TABLE 11-3:VEHICLES HIT VEHICLE SPEED MB SIZE PEOPLE CARGO ARMOUR POINTS SKILL AUTOMOBILES Compact Car 160 . An ** indicates that the cargo ground vehicles are road-bound and can move a maximum of one-quarter area can be converted into passenger space at a ratio of 5 people per ton. 4 13 2 tons 20 120 Drive (Tank) Heavy Tank 80 -2 4 4 2 tons 30 200 Drive (Tank) CHAPTER 11: EQUIPMENT Speed is the top speed in miles per hour. 3* 40 Drive (Motorcycle) Scooter 120 +1 0 1 50 lbs. For rules on destroying a vehicle. while a -1 or -2 means that penalty is applied to both Initiative rolls passengers. The vehicle is not necessarily destroyed when its Hit the vehicle is about the size of a motorcycle — you could drive it through a Points are reduced to zero — it has merely sustained enough damage to house’s door.000. Standard features include landing lights (treat as headlights). 3 2 2 tons ** 7 80 Pilot (Helicopter) AIRPLANES Combat Jet 2500 +1 4 2 5 tons 16 100 Pilot (Jet Fighter) Light Airplane 350 +1 2 4 500 lbs. often weighs 6-10+ tons when loaded). Year 2003 cost: $100. such as a big tractor-trailer combination that might 3-10 hours before requiring refuelling. 4 50 Drive (Car) Sport/Utility 160 . Other non-military carry without suffering movement penalties. +1 means a +1 bonus to Initiative rolls indicates that the Armour only protects the vehicle. 2* 30 Pilot (Light Airplane) SPEED BOATS Off-shore Racer 180 . A combat helicopter counts as helicopter is capable of executing vertical takeoffs or landings. Armour is the number of damage points that the Armour stops. and often air conditioning.000+ USD.). 5 60 Drive (Car) Sports Car 200 . typically used in battle against combat forces and either very 103 . hovering.

vehicle. designed to carry and protect personnel and certain types of cargo. running lights. however. Year 2003 cost: in a sports car. While airborne it must maintain a minimum speed (usually about 1/10 each accessory counts as one minor Personal Gear and can only be taken its maximum speed) to avoid stalling.000. breeze. Year 2003 cost: $1. LIGHT AIRPLANE AIRFOILS A single-engine propeller-driven passenger airplane. a vehicular When battling against foreign incursions or giant monsters. Heavy airplanes bullet proof glass on the windows. These choppers are designed to carry a dozen forces. from a luxury model. spoilers. Unless otherwise noted. and Big Engine have conditioning. performance or give them additional capabilities.000+ USD (sometimes exceeding $1 vehicle plus any modifications but also requires a Rank in Item of Power Billion USD). or fabric top. AIRPLANE CUSTOMISING VEHICLES An airplane relies on wings for lift and a propeller or jet engine for Options can be added to different types of vehicles to enhance propulsion. CONSUMER ELECTRONICS MILITARY GROUND VEHICLES These electronic gadgets include small TV sets. approximately the same effect in game terms. are used in offshore racing. and counts as two minor items of Personal Gear. A big engine adds 20 mph to the top speed of any ground vehicle or 10% to aircraft speed. an function. light aircraft. a CB broadcasts to everyone in the area — it is not These large race boats. or a basic sports car from a racer. fax machines. such as a big V8 in a passenger car. air-transportable personnel carrier The vehicle with this option has a removable or retractable plastic. Airfoils are available Plane) Skill. Counts as a minor items of Personal Gear. ULTRA-LIGHT BIG ENGINE A small one-man powered hang-glider that is used mainly for An upgraded engine. Creating a vehicle such as this not only out missions alone. the often require longer runways in order to take off or land. which grants them abilities Military jets and bombers (such as the F/A-18 Hornet or B-2 Spirit) beyond those outlined below. flat runway for takeoffs and landings. Year 2003 cost: $100. Year fibreglass. Helicopters of this sort are often used as protection for its crew in almost any environment. A heavy tank counts as air ambulances.000+ USD.000+ USD. and lifejackets. in any vehicle. usually measuring between 10 and 18 yards useful for private communication. etc. Kevlar inserts. RECREATIONAL SPEED BOAT A medium-sized powerboat. Exposed occupants are also 104 . trunk. etc. These abilities are covered using the Item are incredibly powerful machines used to assist ground assaults or carry of Power Attribute (see page 50). Unlike a OFFSHORE RACER personal cell phone. often with two or four engines.000+ USD. Electronics can be added to any Unfortunately. The engine often differentiates an ordinary passenger car $10. Removing the top gives a better view and nice 2003 cost: $500. but is great for distress calls. UTILITY HELICOPTER HEAVY TANK A larger helicopter that is often a civilian version of a military Heavy tanks (such as the M1 Abrams) are the backbone of military troop-carrying model. Standard features include a VHF radio the alarm requires an appropriate Skill check against a DC of 25. truckers favour CBs for exchanging information on road conditions. Standard features include landing once. Year 2003 cost: $4.) that improves operating out of grass strips or landing on a smooth stretch of highway if traction by increasing the downward force on a car. and often air Note that Engine Rebuild.000+ USD. Gives a +1 bonus to necessary. Each time the armour is assigned. lights (treat as headlights). These CITIZEN’S BAND (CB) RADIO boats are often used for water-skiing. sufficient to purchase the Attribute(s) granted by the supertechnology. full-tracked. usually with an outboard engine. Defeating order to travel at high speeds. three major items of Personal Gear. sometimes even that is not enough. for any automobile and some exceptionally fast boats. SPEED BOAT CHAPTER 11: EQUIPMENT BURGLAR ALARM Boat designs come in a variety of shapes. Year 2003 cost: $10. A similar in length. (treat as a CB radio). and general gossip.000. Use Pilot (Light any Drive (Car) Skill check at speeds over 100 mph.000+ USD. COMBAT JET Some vehicles possess supertechnology. convertible tops. With a range of a few miles. A superfast vehicle may have all three options assigned.000+ USD. Speed boats have sleek hull designs and powerful engines in alarm will sound to alert (and annoy) everyone in the vicinity. emergency parachutes. Year 2003 cost: Armour Rating by 3. A heavy airplane extra weight reduces top speed by 10 mph but increases the vehicle’s counts as two major items of Personal Gear. Marginal failure means the thief realises he or she cannot disarm it while a worse failure means will trigger the alarm.000+ USD. the computer. A combat jet counts as four major items of Personal requires minor and major Personal Gear for the base abilities of the Gear. Armour is available for any vehicle except an ultra- $10. HEAVY AIRPLANE ARMOUR A large plane.000+ USD. or window is opened without the proper key. Year 2003 cost: $50. Turbocharger. A cassette or CD player in a car can be army will come to the rescue with their awesome firepower. ARMOURED PERSONNEL CARRIER (APC) CONVERTIBLE TOP A lightly armoured.000. but also means that the driver and passengers are now “partially exposed.000. and primarily to transport large numbers of people or cargo. capable of An aerodynamic feature (airdams.” and are at the mercy of the weather. A CB radio can be installed fast boats to transport illegal goods. depending on their desired If a door. or a V12 recreation. considered a fairly mundane item. option can be taken for taxi dispatcher radios. provided the size seems reasonable. Light aircraft are a favourite of drug runners. It requires a smooth. seatbelts. speed traps. which is used The vehicle is retro-fitted with armoured panels. Smugglers often utilise these sleek. Year 2003 cost: $80. They provide strong mobile firepower while providing heavy people or a decent cargo load.

luxury options are available for most vehicles. This is a mundane option for automobiles. The to any ground-based vehicle. In a manual transmission. This performance enhancer is available for any include forged dome pistons. This option adds a nitrous oxide tank and push-button injection system. cargo capacity can be considered “hidden” under fake panels and bogus fixtures. chemical corresponds to Rough-Field Landing Gear that lets the aircraft land toilet. the license plate can flip to reveal an LIGHTS AND SIREN alternative identity for a vehicle. This option adds 20 OFF-ROAD SUSPENSION mph to the top speed of any ground vehicle or 10% to aircraft speed. by radar and other sensors. depending on the size. however. the driver must shift the gears on his or this option. this may involve removing and controlled fashion. any vehicle. police and emergency frequencies. A completely cleaning the existing system (including “hot tanking” the single injection adds 30 mph to speed and +2 to Initiative on any round engine block in a chemical bath to remove grime). bearings. This action allows extra fuel to be burned in a more simply increasing its size. ENGINE REBUILD which releases more free oxygen and improves cylinder pressures and A rebuild is major custom upgrade to the engine. such as This option is a post and bracket for mounting a light or heavy shoot a gun. and communicate on. Hidden space can be added to any vehicle with cargo capacity. etc. There are two types of transmissions: manual and automatic. A tank can be used for up to five rounds before depleting the modifications (known as “blueprinting”). A GPS can be added to for any vehicle. which provide an extra +1 bonus to Drive Skill checks in any This option is not available to tracked military vehicles. This illegal modification is available for Any vehicle can be fitted with a noisy siren and flashing lights. this option Furnishings include a mini-bar. drag chutes. a manual transmission gives an additional -1 penalty to DOOR MOUNT characters who are trying to do something else while they drive. Up to 10% of the vehicle’s available for any helicopter or light airplane. mini-fridge. lots of chrome. circumstance where the suspension would be important (such as crossing over obstacles). A motorbike sidecar on a vehicle are a sure way to impress someone special. which prevents the driver from becoming lost. and automatic transmission is assumed to be standard issue for automobiles jump in or out more easily. custom intake manifolds. big valves. for ground based vehicles. and means that the gear mechanism changes by recreational speed boats and most offshore racers automatically possess itself. or take off from. This option includes high quality brakes.) each without a proper runway. allowing an extra person to Leather upholstery. An those occupants can also fire out of the vehicle without any difficulty. Any attempt to mechanically detect the vehicle (except through the basic senses such as sight or hearing) incurs a NITROUS OXIDE TANK -6 penalty. Recent models also detect police laser scanners. then adding various it is used. the driver incurs a -2 Some vehicles have high quality or adjustable shock absorbers or penalty on all Drive Skill checks while the rocket booster is activated. the GM should give any driver who has both the Drive Skill and a manual transmission ELECTRONIC COUNTERMEASURES an extra +1 bonus to reflect the greater speed control the manual This advanced defence system enables the vehicle to avoid detection transmission provides. completely unprotected from overhead attacks and can be attacked (bypassing vehicle Armour/Hit Points) more easily from the side or rear MANUAL TRANSMISSION (-4 attack check penalty to ignore the car’s Armour). ROTATING LICENSE PLATE With a flick of a switch. Other engine “buzz-words” nitrous oxide bottle. sharp deceleration is important. extra head room. kitchenette. springs. This radio is available still possible to miss a turn through human error. Additionally. A raised suspension and special tires allow the vehicle to drive cross- country at two-thirds of the on-road top speed. they may be a little suspicious. Off-road suspension is available for any ground one added also requires replacing one or two seats. resulting in a quick power boost for a short sprint. vehicle or light aircraft. This option reduces the top speed by 10 mph. RADAR DETECTOR A detector can warn the driver if a police radar trap is within a few IMPROVED BRAKES miles. POLICE-BAND RADIO GLOBAL POSITIONING SYSTEM (GPS) This radio allows the driver to listen to. Pontoons are goods across borders or past highway patrols. SIDECAR LUXURY INTERIOR Sidecars are attached to motorcycles. PONTOONS HIDDEN CARGO SPACE Pontoons allow an aircraft to land in. This option uses satellite systems to provide precise navigational co. bunks. usually with a stick and the clutch pedal. 105 . Those breaks ROCKET ENGINE provide a +2 bonus to Drive Skill checks on any manoeuvre where The vehicle is outfitted with a rocket engine (either replacing sudden. water. it is vehicle. Improved brakes can be added propellers for an airplane or as a booster rocket for ground vehicles). In a car. or spiked tires that allow the vehicle to stop faster than normal. her own. tuneable fuel injection. tubular headers. For airplanes. bunk bed. a vehicle with an automatic transmission and machine gun out a helicopter’s or van’s open side door. The CHAPTER 11: EQUIPMENT This space is often used in vehicles that are designed to smuggle extra air drag reduces the aircraft’s top speed by 5 mph. strengthened rods and vehicle except aircraft and tracked military ground vehicles. The extra suspension FURNISHINGS weight also means -5 mph to road speed. Nitrous oxide (“laughing gas”) can be injected into the engine. rather than just engine temperature. adjustable or hot cam socket. In the case of automobiles. Furnishings can be added to any vehicle with Size 2 or more. option can also provide a powerful spot search light. etc. however. Naturally. This any automobile or oversized ground vehicle. and a bored-out throttle body. one with a manual transmission are competing in a race. engine drastically increases the speed of the vehicle by an additional 100 mph but the expensive modification counts as a major items of Personal IMPROVED SHOCKS Gear. If the cops find one of these in a ordinators. A plethora of requires three rounds to attach or detach. This feature is available for automobiles. If. For larger furnishings (kitchenette. (but not other vehicles). On the plus side. or other items ride.

Each listed in this section represent average-quality construction and materials. A This mount is used for mounting heavy weapons such as rockets. Medical Shoddy workmanship. Superchargers count as A light shirt of fine metal links that can be hidden under a normal two minor items of Personal Gear. A supercharger adds 20 mph to top speed and the LIGHT MAIL extra acceleration gives a +2 Initiative bonus. a -2 penalty on physically-oriented Skill checks. can be Leather Jacket 1 None stripped. Exceptional workmanship. SMOKE SCREEN/OIL SLICK Tuberchargers are available for any vehicle except aircraft and heavy tanks. Major Personal Gear. through it. This option releases smoke behind the vehicle. TRAILER FULL METAL ARMOUR A trailer lets the vehicle tow extra cargo. All vehicles. A sun roof is available for any automobile or oversized -4 on physically-oriented checks ground vehicle. or the underside of a wing. Tactical Shield 10 Requires one free hand to use. A typical trailer is A complete head-to-foot suit of metal armour. Due to the armour’s weight. modifying ANCIENT ARMOUR the seats. this might mean removing glass from side TABLE 11-4: ARMOUR AND PROTECTIVE DEVICES windows (replacing them with nets). which A weapon mount is a bracket or pintle for mounting a light or creates a slippery area that hampers the control of any vehicle driving heavy machine gun on the vehicle’s roof. It functions by forcing extra air and fuel into the engine’s combustion chambers. The screen will last for 1-6 rounds WEAPON MOUNT . or weak materials equipment can be added to any van or utility helicopter. except an ultra-light. SPECIAL TIRES OR PUNCTURE-RESISTANT BODY ARMOUR AND Tires may be designed with various special abilities. or resilient materials STRIPPED can increase the given Armour values by +1 to +4. can penalise the given Armour values by -1 to -4. Minor Personal Gear.HEAVY required to make a successful Driving Skill check to avoid an accident. leaving the face and can be equipped with special tires. it could act as an oil slick. Slicks give a +1 bonus to any Drive checks on smooth. An attacker can aim for an unprotected spot in exchange for suffering a penalty on his or her attack STRETCHERS AND MEDICAL EQUIPMENT check (see Called Shot to Partial Armour. and arm or leg protection.LIGHT depending on the wind. TURBOCHARGER dry tracks. It stops 6 to 8 damage. size (similar to pulling a trailer — see Trailer below). A driver may avoid the oil slick if he or she spots it in time. stripping ARMOUR TYPE ARMOUR VALUE PENALTIES out the doors (the driver will now climb through the window). fully charged smoke screen/oil slick is good for three rounds of use. due to “turbo lag” — the delay it takes for the turbocharger to respond. advanced construction techniques. Soft Body Armour 4 -2 on physically-oriented Skill checks CHAPTER 11: EQUIPMENT Tactical 8 -4 on physically-oriented Skill checks SUN ROOF SHIELDS A sun roof is an open hatch in the top of the vehicle. Slicks are available for any wheeled ground vehicle. These vehicles are carefully stripped down to improve their power to weight ratio. similar to those designed for a car or van and can hold a half-ton (for a car-sized trailer) worn by medieval knights in battle. Characters who lean out the opening can be Standard Shield 6 Requires one free hand to use attacked. The vehicle’s top speed will be reduced armour’s bulk. The Armour values This option differentiates ambulances from regular vehicles. poor construction techniques. but unfortunately have a poor grip on wet roads: an additional This device uses the engine’s exhaust stream to drive an air -2 penalty is assigned to any penalties suffered by a vehicle for the compressor. open helmet. which increases the engine’s power output. At GM’s option. A winch is available It stops 5 damage. the character suffers a for any pickup truck or oversized ground vehicle. taking out the headlights. Stripping a Partial Metal Armour 5 -4 on physically-oriented Skill checks vehicle will add 20 mph to top speed if the vehicle is still “street legal” or Full Metal Armour 6 to 8 -6 on physically-oriented Skill checks 30 mph if enough stuff is removed so that the vehicle no longer meets MODERN ARMOUR minimum safety standards. which can be Buckler 4 None added to any car or van. A vehicle may be outfitted with flat racing tires (no grooves) for better traction. by 25 mph and it will have a -4 initiative penalty while towing the trailer. stretcher replaces two seats for passenger capacity purposes. -4 penalty on physically-oriented Skill checks. TOW WINCH PARTIAL METAL ARMOUR A winch allows the vehicle to tow other vehicles of equal or smaller A mail hauberk or cuirass. attacker’s check). SLICK TIRES Trailers can be added to any automobile or oversized vehicle. -2 on physically-oriented checks SUPERCHARGER A supercharger is designed to increase an engine’s power. often other extremities unprotected. a character caught in a smoke screen/oil slick might be WEAPON MOUNT . but there is no extra initiative bonus. Any wheeled ground vehicle Most armour only covers some of the body. Due to the armour’s weight. and is available for any automobile or oversized ground vehicle. adds 20 mph to top speed. This extra power weather conditions. Alternatively. obscuring view in a cloud about 10 yards in diameter. the character suffers aircraft and heavy tanks. page 116). and otherwise removing items that are required for regular Light Mail 4 -2 on physically-oriented Skill checks driving but unnecessary or unsafe for a high-speed race. but receive a benefit for partial cover (-4 penalty to the Heavy Shield 8 Requires one free hand to use. deck. These include solid puncture-resistant tires that run while flat (halve penalties for losing a tire) or special snow tires (reduce or negate any penalties that the GM PROTECTIVE DEVICES may assign for manoeuvring on snow or ice). the character makes physically-oriented Skill checks at a 106 -6 penalty. In a car. Due to the or 1-2 tons (for a larger trailer). and are available for any vehicle except jacket and stops 4 damage. The supercharger uses a belt-and-pulley mechanism linked to an engine’s ANCIENT ARMOUR crankshaft. Minor Personal Gear. .

LEATHER JACKET OR RIDING SUIT HEAVY SHIELD This mundane item stops 1 damage from melee attacks or This shield is approximately one to two yards in height and acts as concussion damage. Due to its advanced construction. Stops 4 damage. the shield slamming against the head or body of the target. damage delivered to the target’s arm through a forceful impact. Minor Personal Gear. Tactical armour cannot be concealed — everyone seeing the character will know he or she is wearing body armour. Since it is strapped to the character’s arm. however.” The armour works by catching the bullet in fibres and rapidly distributing the impact energy. a piece of the shield splintering away into the target. the remaining damage is delivered to the intended target. and characters will not be able to rest and relax while wearing it. STANDARD SHIELD This shield is approximately 3 feet in diameter and provides excellent protection for the character. Tactical armour is uncomfortable to wear all the time. a virtual wall. Minor Personal Gear. Someone who wears the armour for several hours on a hot day may have to make Fortitude saves (against an appropriate DC) to avoid passing out from heat stroke. TACTICAL ARMOUR This armour is a heavy armoured outfit (with a helmet) of the sort worn by SWAT teams and soldiers. It consists of a rigid ballistic jacket. Spotting the armour requires a Spot Skill check. Major Personal Gear. and penalises the wearer with a -2 penalty on physically-oriented Skill checks. etc. Minor MODERN ARMOUR Personal Gear. The armour requires at least three rounds to strap on or take off. often turning a potentially lethal TACTICAL SHIELD penetration into a bruising blow. This damage can reflect several events: penetration of the weapon through the shield. Minor Personal Gear. it does not require a free hand to use. Due to its size. Stops 8 damage. The reason why the target receives the excess damage is best determined by the combat situation. however. It is cumbersome. Major Personal Gear. Armour is usually made of poly-aramid This modern version of a Heavy Shield is built from light-weight plastic fibres (Kevlar or Twaron) or extended-chain polyethylene (Spectra). usually made of composite material such as Spectra Shield (Spectra fibres held in a special Kraton resin). materials. sometimes with ceramic or metal plate inserts. If the damage exceeds the Armour rating. one free hand with which to wield the shield. but protection but also is easier to wield. Not only does it require a free hand for use. it will be obvious if anyone does a pat-down search. physically-oriented Skill checks. and is sufficiently heavy that physically- oriented Skill checks suffer a -4 penalty. it not only provides greater A typical vest subtracts 4 from the damage inflicted on the character. Stops 10 damage. but its large size also makes it difficult for the SOFT BODY ARMOUR character to accomplish physically-oriented Skill checks. imposing a -4 This armour is a light-weight ballistic-fibre “flak jacket” or “bullet penalty. protecting the character from damage. the character must have 107 . a target’s physical exhaustion after successive shield impacts. proof vest. BUCKLER This small shield can be strapped to a character’s arm and be used to block attacks. CHAPTER 11: EQUIPMENT SHIELDS Shields stop a significant amount of damage if they are interposed between an attack and the target with a successful Block Defence (page 120). imposing only a -2 penalty on can be worn concealed under a jacket or coat. The armour is resistant to nearly all pistol fire and some less powerful rifle rounds. Tactical armour subtracts 8 from the damage inflicted to the wearer. Stops 6 damage.

such as most melee weapons. it ceases to function in its given task. The object is not destroyed — it is simply rendered non-functional. They require one round to put on or remove. GAS MASK A gas mask protects against tear gas and similar attacks. Additionally. roughly 5 to 10 times within a short period of time (GM discretion). It requires one round to put on or remove. the attack is more likely to destroy an 108 . OBJECTS When a character uses a Special Attack with the Penetrating (Armour) Ability (see page 65). etc. computers. as with Static objects. vehicles. If the object suffers more damage than its Armour Rating. etc. STATIC OBJECTS Static objects possess an Armour Rating. Operational objects are things that have moving parts that work together in some way to accomplish a task. a gun will no longer fire. Minor Personal Gear. Static objects are those that exist without working parts. a car will no longer run. if the item suffers five times its Armour Rating in damage in one attack. How effective is a manhole cover as a shield? How much damage can a telephone pole deliver before it breaks? Objects are divided into two main categories: static and operational. If the object is hit with more damage than this. it suffers damage up to its Armour Rating and any remaining damage passes through it (possibly injuring characters behind it). it still maintains its structure but will require repairs later. furniture. OPERATIONAL OBJECTS Operational objects have both an Armour Rating and Hit Points. and other similar objects. SPECIAL PROTECTIVE DEVICES GOGGLES AND EAR PROTECTORS This gear provides a +6 bonus to resist the stunning effects of flash-bang grenades. buildings. Though the object is CHAPTER 11: EQUIPMENT damaged. but imposes a -4 penalty on all checks for actions requiring peripheral vision. If an object suffers repeated damage. If the object suffers five times its Armour Rating in damage in one attack. it is completely destroyed — it is beyond repair and must be completely rebuilt or replaced. it is completely destroyed — it is beyond repair and must be completely rebuilt or replaced. BREAKING OBJECTS Battles between powerful foes often result in a great deal of collateral damage. Examples include firearms. it has suffered sufficient damage to break. Minor Personal Gear. This is an amount of damage that the object is capable of stopping. If its HP are ever reduced to zero. but prevents the character from hearing any normal conversations. regardless of how many Hit Points it has remaining. It can be repaired later and returned to normal. the excess damage is deducted from its Hit Points. PENETRATING (ARMOUR) VS.

109 . it will actually destroy the world. however. the object has suffered damage When a character uses a melee weapon against an armoured foe. Wood 3 Tree. object. his or her weapon will not break. regardless of TABLE 11-7: PLANETOID ARMOUR RATINGS any damage prevented. If a building suffers more damage than its armour rating. Table 11-7: Planetoid Armour Ratings shows the armour rating of planetoids. Points for common operational objects are listed in Tables 11-2: Weapons and 11-3: Vehicle . a character with a long sword that is a Rank 4 Item Earth or Venus 24 360 of Power attacks a dragon. Wooden 4 Telephone Pole. some or all of the ARMOUR RATINGS OF OBJECTS building will collapse. would break if 40 damage was prevented (5 times it’s Armour Rating of its maximum damage value of 8). or (if the target is times this value in one blast. When a character scores a critical hit (see page 122). the Hit Points of an operational object TABLE 11-6: BUILDING ARMOUR RATINGS is equal to 10 plus five times the object’s Armour Rating. this chart as a basis when determining the Armour Rating of other Weapons without the Area Effect or Spreading Abilities are much objects encountered in their games. the size of the object. representing the attack construction. wood. If the target’s Armour prevents into smaller chunks or an asteroid belt. representing the massive thickness of rock or gas that surrounds its core. and other similar factors. if a character attacks a DESTROYING BUILDINGS steel girder. The damage from it has oceans) tsunamis. Metal 9 Tree. has suffered structural damage. a typical long sword. vegetation. or steel. Vault 25 Telephone Pole. Large 15 BLOWING UP WORLDS Ladder. repeated damage may eventually destroy a planetoid (see page 108). TYPE OF BUILDING SIZE RANKING ARMOUR RATING Phone Booth 1 5 TABLE 11-5: STATIC OBJECT ARMOUR RATINGS Wood Shed 2 10 OBJECT ARMOUR RATING OBJECT ARMOUR RATING Three-Bedroom House 3 15 Bench/Table. necessary to blow away its atmosphere. he or she must inflict over 75 damage (Armour Rating of 15 Characters usually gain automatic successes when they target a times 5) to destroy it. For example. see Table 11-2: Weapons In order to do any significant damage to the planet itself (rather than just Buildings See Table 11-6: Building Armour Ratings blowing away cities. repeated damage may eventually destroy Armour Ratings for common Static objects. Wood 2 Steel Girder 15 Mid-Sized Office Building (12 Floors) 5 25 Cement Barrier 15 Stop Sign 3 Large Office Building (24 Floors) 6 30 Door. delivering 42 damage. Small 5 an exceptionally high armour rating (15 Points for each size ranking) Melee Weapons Equal to the weapon’s maximum damage. Since the character’s sword is an Item of Power. cause massive earthquakes and (if there is a risk of the attack’s force breaking the object. it will only break if 140 damage is stopped by an attack (8 Armour Rating + 5 damage per Rank of Item of Power = 28. 28 x 5 = 140). blasting it armoured) delivered to the weapon itself. the quality of penetrates the building’s Armour is localised. The Armour Ratings and Hit only damaging a small area of the structure. have 5 Armour for each inflict over 30 damage (Armour Rating of 15 times [5 minus 3 due to size ranking. Metal 4 Tree. the thickness of the material. Medium 10 Really large and dense objects like an asteroid. Characters within or object can stop and it is dependent on the material from which the object adjacent to a collapsing building may suffer damage equal to the is made. brick. Each assignment of Penetrating (Armour) reduces the multiplier required to destroy an object by 1. If an attack DAMAGE TO WEAPONS CHAPTER 11: EQUIPMENT delivers more damage than this value. powered systems begin to cease working. GMs are encouraged to use a building (see page 108). there will be holes in walls and/or floors. it three assignments of Penetrating: Armour = 2] = 30). Metal 10 Skyscraper (50 Floors) 7 35 Door. snapping under the strain. For example. Only weapons with Area Effect assigned multiple times are useful — all other attacks simply do not affect a large enough section of the object to be noticeable. Under normal circumstances. which can inflict a maximum of 8 damage. Wood 8 Dumpster. GM’s discretion). moon. damage equal to five times the weapon’s Armour Rating in one attack. The character strikes a fantastic blow. a mid-sized office building partially The Armour Rating of an object indicates how much damage the collapses if it suffers 125 damage in one attack. Giant 20 Furniture. A hollow. or other surface features) this Armour Planetary Objects See Table 11-7: Planetoid Armour Ratings value must also be penetrated. adjusting for the material from which less effective against large structures such as buildings: any damage that the object is made. If the building ever suffers five times its armour rating in damage in one attack. In most cases. If an attack inflicts five an attack must either be delivered to the target. If the character had special claws with Penetrating building in a melee or ranged attack. however. unless they can reach safety (possibly via a aluminium pole will be far weaker than a solid aluminium pole of the movement Attribute or with a successful Reflex save. Mars 23 345 For example. or planet has Manhole Cover 12 Tree. SIZE OF OBJECT SIZE RANKING ARMOUR RATING Meteor (100 yard diameter) 6 90 Small asteroid (1 mile diameter) 9 135 BREAKING ITEMS OF POWER Medium asteroid (10 miles diameter) 13 195 Items of Power are treated as if they possess an additional 5 Armour Big asteroid (100 miles diameter) 16 240 per Rank of the Item of Power when determining whether or not they The Moon or Mercury 21 315 break. Table 11-5: Static Object Armour Ratings provides rough As with normal Static objects. building’s Armour rating. etc. Metal 4 Steel Cables 4 Small Office Building (6 Floors) 4 20 Bench/Table. the character only needs to mainly comprised of stone. As with normal Static objects. the weapon breaks. same size. Most buildings. and how well it is constructed. whether they are (Armour) assigned three times. and other similar disasters. The dragon has 45 Armour.

core d20 system published by Wizards of the Coast player asking. 19. hearing. the the GM has not arbitrarily killed or injured their characters. thinking). It is recommended. the farm scene ends and a new scene begins in the forest. and Initiative. etc. however. someone. If you dislike a rule presented in the BESM d20 RPG. A scene is any situation where the events remain that results when opposing characters interact. In out routine skilled activities successfully on a regular basis unless specified the end. More often. For example. These pages are filled with guidelines and suggestions. in very dramatic situations such as outcome of an action or event is uncertain and the result is important to combat. Usually this involves the GM moving from player to the traditional. skilled activities (building a suit of power armour. safely which you feel most comfortable. Do not let your own vision of an anime role-playing game be superseded by anything you read in this book. Since the events are still linked moment-to-moment. dice rolls can SCENE. characters roll Initiative (see page 114) and each is allowed to act on his or her Initiative. the movement of game time normally matches purposes of action within the conflict. So long as you and your facet of the story (switching between characters as necessary). linked. dodging. potentially with new simple fiat. and properly maintained. breathing. A later game of BESM d20. but certainly do In a role-playing game. This is usually the case when the you for a special mission. elements beyond the direct control of the character or the uncertainty round. can he or she do it in time? If a character’s car drives scenes. A flashback is a useful tool to establish the background for a story off a cliff. can he or she jump clear in time. just as it between three characters who roll an 11. you are the final arbiter of what mechanics you otherwise by the GM. crash injure the character? If two people fight.” Finally. players can assume that characters carry been designed with achieving a cinematic.” GMs may go back in time as well to employ flashback nuclear meltdown. in a combat game” passage of time in a role-playing game is fluid. certain rules changes have endless list of actions. picks up an object. how badly will the without simply recounting the information in dry lecture fashion. Players familiar with d20 may notice some of those changes (some hacking into a computer. and tasting. In some situations. The the forest. For example. Skills. The round is broken into a number of Initiatives equal THE“InPASSAGE OF TIME to the highest Initiative rolled for the round. moment-to-moment. Think of it in anime terms — a scene lasts In some situations. page 111). anime feel in mind. or combat activities (fighting.. fellow players are having fun. circumstances may arise where specific your jobs and engage in routine training. If. or talks to own ideas. discard what you do not. for example. anime-specific section on combat (page 114) covers combat action in detail and thus is mechanic over the traditional d20 mechanic. 110 . players and GMs may prefer either characters’ actions. it character’s fate: treat routine activities in passing and delve into more is still a part of a scene although the setting has changed. ROUND. but for the between two characters. Feel free to use the mechanics that give each person equal role-playing time so that everyone is an important best suit your style and preference of play.. The GM scene would not yet end when the character chased after the bandits can also follow a similar procedure with any other actions that affect a toward the forest. In return. without rolling dice (see Should I Make my Players Roll characters. Conversely. Since there is a wealth of material published by numerous Every GM has a preferred method for having players describe their companies for the d20 System. touching. intent on are in control of their characters’ every step.. A character’s Ability Scores. and Calculated Values help resolve these dramatic questions. like a conversation has 24 Initiatives. moving silently. The GM may do so if he or she thinks a particular distraught farmer. detail whenever an action influences the player character physically or A round is a measure of time of approximately 6 seconds in length. emotionally. AND INITIATIVE add additional hazard and drama to the action. Once the GM outcome is certain or is dramatically necessary to the game. this simply happens. a character is listening to the pleading of a Dice?. These can be mundane activities (talking. and fill in the blanks with your walks across a room. The dice rolls represent Three common measures of game time in BESM d20 are a scene. they will know shutting him up before he could reveal any important information. If a rules for combat are extensive. “What is your character doing?” Experienced GMs try to or third party d20 material. the amount of time that passes depends on moments — 24 instances where a character could decide to act. Additionally. the GM may elect to determine the results by until the camera cuts to an entirely new setting. he or she describes what the or fixing the computer takes 20 minutes. and 24. smelling. who wins? allowing the player to work through the event. until something interesting happens: “Two weeks pass as you go about In the course of a game. In many cases. The mechanics have not discussed here. giving players a greater sense that they bandit interrupted the conversation by attacking the farmer. COMBAT the characters’ activities as set by the players’ actions and officiated by the TAKING ACTION BESM d20 Versus Normal d20 Every character is capable of performing or attempting a nearly In the creation of an anime game. drives a vehicle. the GM can assume that characters do and do not use and should always select the mechanics with with the Gun Combat Skill routinely keep their weapons clean.. A player simply says his or her character you like. If a character needs to fix a broken reactor pump to prevent a “combat rounds. been made from the traditional d20 System to suit the style. the conversation constitutes a scene. there are 24 potential individual CHAPTER 12: real world time. that GM’s use the modified. who may something like “It takes you two hours to reach the castle” their characters are doing. the combat round is in anime movies or TV series. and if not. there is no wrong way to use the players are responsible for relating their characters’ intended actions to d20 System. shooting).” The GM should telescope time characters are seeing. Personal interaction between characters or NPCs normally consists of the players and GM talking “in character” and describing what GM. When combat occurs. If they lose. while an Initiative is one specific moment in time. the GM will describe the results of those actions or will request an Ability or Skill check to determine the outcome. most character or NPC actions do not not reflect the “One True Way” to role-playing success. when running a building). stored. In the GM’s case. switches scenes to the character entering a dark uninhabited section of One situation the rules cover in greater detail is combat. The round remains 6 seconds in length. Then the Empress summons rules can help determine what happens. climbing the side of a are specifically called out). you are encouraged to modify it to suit your needs and those INTRODUCTION of the players. COMBAT IMPORTANT! Do not hesitate to go beyond the rules if you are the Game Master. Attributes. the GM. the GM may keep very precise track of time. and if the GM agrees that it is possible. Use what require any particular rules. using individual the story.

the GM can secretly roll Action 2: “My character. Naruto.000 miles) could choose to teleport any distance up to gain an automatic success for the action. Naruto. In Attribute description (see page 37). the necessity to roll dice is less obvious. the player would know that a clue existed even if the character Action 3: “My character. considered always active. keeping the between 5 (rather easy task) and 30 (very challenging task) though actual dice roll — and the reason for rolling — secret. state that the action fails. and one of two combat checks (a “to hit” roll and a defence check).. If. (see page 94) whereby the Attribute is not always active. that slim character is focusing on too many things. Naruto is forcing open the doors in Action 3). DCs usually fall results of a character’s action instead of having a player roll. GMs should recognise when a character is the Attribute. FRACTIONAL ATTRIBUTE USE ROLL DICE WHEN. a GM or player may use during game play: an Ability check dice roll. ABILITY CHECKS When a player announces the intended actions of his or her character. but sometimes a little should never need dice rolls unless there are exceptional detail can greatly alter the GM’s interpretation of the event. 1.000 miles. the GM A successful Ability check involves the player rolling equal to or should simply decide what happens rather than rolling dice. is going to search for the artefact in dice to see if the character spots it. The GM could decide that fractional Attribute use is more or • the character is distracted or cannot concentrate less difficult than using an Attribute’s full effect. He will knock down doors if he has to. is not use an action. such as Force Conversely. however. in order to find it as fast as possible. If the dice • the action requires a trivial amount of talent compared to the roll plus modifiers is equal to or greater than the Difficulty Class. Attributes that must be activated and do require a dice roll the case — player characters should always be given that one slim demand focus. There are three major types of dice rolls. You should not be overly concerned with require a dice roll. and thus the character must spend one or more actions to chance of success. is going to quickly search for the did not succeed in noticing it.” the dice. such as a hand or head. During an Ability check. though GMs may wish to impose penalties if the While the dice roll may slow game-play down a bit. they should not be Unless a character assigns the Maximum Force Defect (page 92) to allowed the same chance of pulling off superhuman feats. This is normally they can certainly be higher for exceptionally difficult or near done when the player rolling would give away an event that should impossible tasks. then the GM should ATTRIBUTES AND ACTIONS consider whether the check is really necessary. • the action has been a weakness for the character in the past incorporeal. even in the face of near-certain failure USING ATTRIBUTES AT REDUCED RANKS — since NPCs are not the stars of the game. • the action is foreign to the character may only want to turn a single body part. but the final classification is at the will be remembered for years. A character can have any number of Attributes failure (with the exception of tasks that the GM deems impossible). 111 . the relevant Ability Score is usually given in the determine the results of NPC actions when they impact the characters. one might think that if a character only succeeds Field. A character with Rank 4 Insubstantial. For example. it is important to know how many Attributes a the character might fail. Should a roll be required. the GM may roll the dice to determine the character’s modifier for the applicable Ability Score. for example. the character should safe distance of 1. in those situations. even at difficult tasks that seem doomed to activate the Attribute.” Should I Make My Players Roll Dice? All three accounts involve Naruto looking for the artefact. or checks. instead. If the GM allowed the player to roll the lower levels of the castle. the GM decides which Ability Score would be In most cases. artefact in the lower levels of the castle. he or she can voluntarily use the Attribute at reduced The following is a list of suggestions when the dice should and Attribute Ranks.. then the GM should similarly not request a character’s Initiative roll. If a character is virtually guaranteed to succeed at a task. are almost certainly going to succeed at a task and. • the action is not of trivial difficulty • outside forces influence the actions DICE AND DICE ROLLS CHAPTER 12: • the player wants to roll the dice COMBAT DO NOT ROLL DICE WHEN. but the It is important for the GM to realise that not all actions level of detail is quite different. a Ninja with Rank 6 Teleport (maximum should not be rolled. GMs may wish to allow only player Game Master’s discretion. a Skill check dice roll. assigning appropriate • another character or NPC is working directly against the character modifiers to the Attribute’s use. The core mechanic is a d20 dice roll plus • the action is routine for the character modifiers against a number called the Difficulty Class (DC). these activations do not require the character to check and. for instance. BESM d20 uses one twenty-sided die (1d20) to handle many • a roll would reduce the enjoyment of the game aspects of the game mechanics. GM chooses which type of check is most appropriate. If a check is unnecessary. Innate Attributes. the is more important than any learned expertise or combat capability. Consider the three action descriptions below: remain unknown to the character. active at any moment. the character’s Skill rank attempted task is successful. is going to search for the artefact.. can be activated at a rate of one per Initiative starting on the if the player rolls a 20. there is something Action 1: “My character. This. not caring who or what is on the other side. The GM might also allow the character to use a fraction of an • the unpredictability of dice adds to the excitement of the game Attribute’s effect. a player rolls dice to determine the success of an most relevant to the action in question. Thus. For actions that fall under the action his or her character performs. such as detail if it is irrelevant to your character’s actions (such as exactly how hammering a nail. riding a horse down a road. while the GM rolls the dice to domain of an Attribute. having the player roll the dice will slow character can activate at one time and how quickly he or she can activate the game down. an Attribute. In other situations. unless the character selects a Restriction Defect not request the check and allow game play to continue.” hidden that the character may or may not notice. such as Armour or Superstrength.. Powers which uninterrupted. the An Ability check is used when the GM believes that innate ability GM must decide if a dice roll is necessary. greater than the difficulty class for the given task with 1d20 + the In some circumstances. While it is true that In some situations. circumstances surrounding the character’s actions. must be activated but do not usually require a dice roll. characters to make this roll. situations where NPCs are only involved with other NPCs. or eating lunch. It is usually obvious which chance of success allows characters to accomplish heroic feats that Attributes fall into which category. Obviously mundane character activities. Naruto.

Instead of rolling 1d20 for the Skill check. a character who is attempting to break the coding on TASK DIFFICULTY CLASSES a computer disk to read the top secret files can take a 20 — nothing bad The Difficulty Class (DC) is a number set by the GM that reflects will happen if the character fails and the character has all the time in the how easy or challenging any given task is to complete. a RETRIES character’s help won’t be beneficial. page 111) and It is possible for a character to have two Skills that work well instead allow the player to Take 10 or Take 20. Some actions have consequences to failure that must the given conditions. take 10 on this check). be taken into account. the Xenobiology 15 Above Average Difficulty Specialisation. an Intelligence check would be made. Skill. In many cases. such as Investigate and Knowledge: Streetwise. their efforts may overlap — they can work character must make a check. Taking 20 takes about twenty times as long as making a single Roll is greater than the DC by 4 to 6 Major Success check would take. the while each helper makes a Skill check against DC 10 (the character can’t characters are locked in contest and may re-roll next round.” talented characters (who have a Skill Rank and/or Ability bonus) The DC of a Skill check is determined by the difficulty of the task 25 Quite Difficult (see left column). The final decision belongs tasks. to the GM. while even the most awkward characters can succeed. In some instances. 5 Extremely Easy Determining the origin of a rare alien species would also require an 7 Easy Intelligence check. this task would require a “Intelligence-based Knowledge: favourable conditions (when a situational bonus is applied) or by Biological Sciences (Xenobiology) Skill check. but this task is governed by the Knowledge: 10 Average Difficulty Biological Sciences Skill (more specifically. an unmodified or “natural” roll of 20 The GM is responsible for deciding which Ability Score. each towards the same goal. In game 20 Difficult — success above this DC is possible only under terminology. the GM should listen to the player’s reasoning why a possibilities that even the most talented characters sometimes fail in their particular Skill or Specialisation might apply. or only a limited number of Often. rope with a stiff and erratic cross-breeze). GMs should use Table 12-2: Difficulty Classes as a SKILL CHECKS rough guideline when determining the DC of a task. if Specialisation optional rule is used). the leader gets a +2 circumstance bonus to his or her Skill check. except it is used when the task is one that the GM decides would be governed by both a TABLE 12-2: DIFFICULTY CLASSES particular ability and a particular Skill. Since these questions can failure”). the character may choose to take 10. The CHECKS WITHOUT ROLLS — TAKING 10 greater the difference between the value and the DC. and always succeeds (it is considered at least a “marginal success”). calculate the character’s result as if the character had TABLE 12-1: DEGREES OF SUCCESS rolled a 10. calculate the character’s result Roll is less than the DC by 1 to 3 Marginal Failure as if the character had rolled a 20 (but its is not considered a “natural” Roll is equal to or 1 greater than the DC Marginal Success 20). rope is thicker or more stable this time) or the DC may be 22 (a thinner Further. have the advantage over the contested action. and an specialisation are relevant to a particular task. In this case. then all “difficult” tasks should have a DC of 20. The check is unsuccessful if the value is less than the DC. COMBAT Regardless of the actual DC. 35 Supremely Difficult This bonus is equal to the character’s Skill Rank (if the task does not fall 40 Practically Impossible under his or her Specialisation) or one more than the character’s Skill Rank (if his or her Specialisation does apply). The character with the greatest degree of together and help each other out. the GM shouldn’t even bother to make the SKILL SYNERGY player roll dice (see Should I Make My Players Roll Dice?. he or she receives a bonus to the check. Roll is less than the DC by 16+ Overwhelming Failure CHECKS WITHOUT ROLLS — TAKING 20 Roll is less than the DC by 11 to 15 Extreme Failure When the character has plenty of time. If the character had to break the code in sample DCs is pointless because the DC of each task changes based on ten minutes to learn the location of the bomb that is about to explode. one character is considered success (or least degree of failure if both characters fail) is considered to the leader of the effort and makes a Skill check against the assigned DC. This rule is important because it reflects the extreme often be tricky. remain as consistent in selecting the DC of a task as possible. Taking 20 means the character is trying until the character gets it Roll is greater than the DC by 2 or 3 Minor Success right. as determined by the situation and GM. The GM limits co-operation as she sees fit for keep trying indefinitely. and can characters can help at once. a character can try a Skill check again if he or she fails. together. however. the Roll is greater than the DC by 11+ Overwhelming Success character automatically succeeds. distracted. if a task required DC TASK DIFFICULTY general intellectual ability (such as remembering the name of a person 3 Practically Guaranteed (why roll dice?) the character had met). Walking across a tightrope may be a DC 15 task however. The GM must take all variables he or she similarly could not take a 20 since failure will probably result into account when assigning a DC to a task and should endeavour to in the bomb exploding. if the character was instead attempting to disarm the explosive. CONTESTED ACTIONS COMBINING SKILL CHECKS If two or more characters are working directly or indirectly against When more than one character tries the same Skill at the same time each other (such as two people pulling on a contested object). If the character possesses the appropriate Skill (even 30 Extremely Difficult without the exact Specialisation). however. and when the Skill being Roll is less than the DC by 7 to 10 Major Failure attempted carries no penalties for failure. using the Ability Score and unmodified roll of 1 always fails (it is considered at least a “marginal Skill descriptions given in Chapter 7: Skills. For example. For example. In the event of a tie. For each helper who succeeds. the situations involved. A successful Skill check CHAPTER 12: CRITICAL SUCCESS OR FAILURE involves the player rolling equal to or greater than the DC. he or she could not take a 20. Providing a list of world to slowly break the code. the character can take 20. the greater the When the character is not in a rush and is not being threatened or degree of success or failure (see Table 12-1: Degrees of Success). A Skill check is similar to an Ability check. or Computer 112 . If the GM decides a “difficult” task has a DC of 20. Roll is less than the DC by 4 to 6 Minor Failure Instead of rolling 1d20 for the Skill check. The character is working against one time but may be a DC 12 task the next time (the GM decides the the clock and doesn’t have the luxury of slowly puzzling the coding out. Unless the GM deems the task is considered Roll is greater than the DC by 7 to 10 Extreme Success impossible (such as performing brain surgery without any training).

CHAPTER 12: COMBAT 113 .

thus initiating a ranged combat attack. A hermit living in the depths of the Amazon. almost all characters living in New York City will be familiar he makes a defence roll without a bonus since he does not have the with the process of driving a car. An average character might therefore suffer a -8 penalty to the check. synergistic Skills. as determined by the situation and the GM. or combat. etc.. the battle as is normal for most d20 System games. the A character can attack or defend with a weapon (or unarmed) even players and Game Master can roll at the beginning of each combat round if he or she does not possess the relevant attack combat Skill (combat is to determine their characters’ Initiatives for that particular round. though the Game Master may decide that a check is unfamiliar. Defence. Should the conflict not be resolved at the end of the teleporter with an Intelligence of 16 (+3 bonus) and the Power Usage: first combat round. in North America. deciphering ancient frequent. Each Some characters may select the Power Usage Skill for one or more round of combat covers 6 seconds of time from the characters’ of their Powers. a student who attends university to study astronomy Specialisation). Skill. and ranged weapons attacks. a character with Defence Combat Mastery at Rank 2. COMBAT DICE ROLLS The combat check resolves any type of physical combat including INITIATIVE armed. If an Attribute does not specifically require an Ability check. the Skill check is character’s dice roll. The GM does Skills adjust the dice roll. trained as a pilot. bonus from the relevant Skill. Other Attributes provide succeeding is reduced. See Combat (see below) for more information on physical conflict. Having 5 or more Ranks in be negated by an opponent’s defence (the defender does not even have the one Skill gives the character a +2 synergy bonus on Skill checks with its opportunity to make a defence check). Similarly. Combat should be a vital element of a scene. subsequent rounds of combat will follow. This Skill provides a bonus when the character makes any perspectives. favourable modifiers to Ability checks or Skill checks. of a rare piece of art. and +1 for the Sword For example. a Familiar Action). has final say whether the character is sufficiently Mastery). and not just a hieroglyphics. Power Usage does Characters are permitted to take one action (attack or non-combat not provide an additional +1 bonus for Specialisations. and Melee Defence (Sword) at Rank 3 is wielding a consistent with the character’s role within the setting. depending on how much the GM feels training is to do something specific. 114 . If another undoubtedly has at least a cursory familiarity with many academic fields. depending on the characters’ actions and the circumstances. but important is not the same as Skill activities include: performing brain surgery. A natural dice roll of 20 is a critical success and cannot bonuses or penalties if he or she believes the situations calls for it. For example. (such as the Speed Attribute and Improved Initiative Feat). A character who is an aficionado of combat jets and aircraft documentaries might only suffer a -4 penalty . the physical Combat Phase begins. but only against melee or unarmed attacks. For example. or a combat check. The DC does not change. If an Attribute For example. Examples of required important element of the BESM d20. keeping a plane in the air after the cabin crew interacts with Ability or Skill checks. but the GM might unskilled character to accomplish the task. unarmed. Character Action. This reflects how difficult it is for an Aura of Command always commands some attention. a action) each round. character attacks him with a gun. Consequently. Unlike other Skills. the task should be treated as a normal Ability check with an necessary in unusual circumstances. and Damage. attacking characters lacking the Each player involved in the fracas roll d20 plus the character’s appropriate Skill do not suffer a penalty. Use and Open Lock for a computerised lock. Physical conflict. COMBAT REQUIRED SKILL Conflict is an essential component of any role-playing game.. of course. His Armour Class explain to the GM why his or her character is familiar with the current is normally 2 (+0 Dex modifier and +2 from the Defence Combat task. BESM d20 uses combat not possess the relative Skill. estimating the value distraction that the GM uses to pass the time. martial arts. The familiarity should have been For example. or be a Dexterity of 11. Defensive combat Skills are applied to the character’s unchanged — the task is treated as a simple Ability check without a defence roll when defending in an appropriate situation. however. Offensive combat Skills are treated FAMILIAR ACTION exactly like Skills for any other action — they serve as a bonus to a If the character is undertaking a familiar action. such as in the character’s background story. The GM may also grant modifiers as well. UNSKILLED ATTEMPTS COMBAT SKILLS Often. this is noted in the Attribute’s suddenly falls unconscious is a daunting task for anyone who is not description in Character Creation. Whenever a character enters physical conflict with COMBAT POWER USAGE SKILLS another character or NPC. the character’s chance of checks) to properly use the Attribute. even if they do not possess the Drive Ranged Defence Skill. The GM. check involving the specific Power. Skills in addition to combat Feats. attempting car-related actions is familiar to nearly everyone. The player should sword and attacked by an opponent in melee combat. The combat Initiative determines the order in which characters act and is checked check is very similar to a Skill check except the DC is now the target’s at the beginning of each combat to determine the character’s Initiative in defence roll. with a +7 bonus. required and how background aspects of the character could affect the Certain Attributes occasionally require checks (sometimes Skill attempt. Skill UNFAMILIAR ACTION check. The combat rules for BESM d20 were designed to mimic dynamic. CHAPTER 12: fast-paced combat. and The GM may decide certain tasks automatically fail when certainly of most anime games. even if he or she has never actually piloted a plane before. The unskilled penalty should require a Charisma check were he or she attempting to convince someone range from -2 to -10. concocting an antidote for a poison. he gains a +4 bonus to his familiar to avoid an unfamiliar action penalty (see below). a character with the unskilled penalty applied to the roll. is likely not familiar with motor vehicles and therefore driving would be USING ATTRIBUTES an unfamiliar action. but other Attributes may also provide the same for any NPCs engaged in the conflict. GMs can assume they function automatically If the character is undertaking an action with which he or she is in most situations. a character without the Dexterity modifier and adds bonuses for certain Attributes and Feats appropriate combat Skill simply does not receive a bonus. When defending with his sword. established previously. rather. defence roll (+3 for the Melee Defence Skill Rank. Teleportation Skill at Rank 4 (+4 bonus) makes Teleportation checks The Physical Combat Phase is subdivided into four parts: Initiative. a character will attempt an action for which he or she does Unlike most other d20 System games. Alternatively. is an performed by characters lacking the required Skill.

Refer to defence increments. the character multiple attacks against a target. for non-combat actions — they may only be used for extra attacks. as well as bows. A natural roll of 1 will always miss and may result in an exceptional failure. If a character holds one or more actions until the end of a round and does not act. his Lastly. For example. submachine guns. to a maximum range of 10 range and cannot be negated by an opponent’s defence. an anti-tank target. their actions are simultaneous. a natural dice roll of 20 is a critical success a -2 to his or her attack roll. MEDIUM Characters act in the sequence determined by the Initiative roll. etc. shotguns. The MELEE character does not gain an additional action — he or she simply acts first The attack is only usable against adjacent opponents within regardless of Initiative rolls. To successfully attack an opponent. The distance given for each attack range is the effective reach of A character may delay his or her action until any time later in the that attack — the maximum distance at which the attack is most round to see what the other characters intend to do. Defect. instead (this is up to the GM). If the target fails the defence roll method of range. Cleave or Whirlwind Attack) are exempt from these penalties. he or she may make one offensive blasts from most characters. rifles. if a attacks gained via a high Base Attack Bonus.e. or abstract them. Hit Points as a result. Furthermore. if one character drops below zero she wishes to track ranges and distances. Skill. A surface-to-air missile. The character with the highest total has “gained Initiative” and acts first. though a miss with a ranged the BESM d20 range. are medium-ranged. This is the default range for weapons Extra Attacks Attribute (page 47). Some may be fired out to twice that range at -4 penalty or four opponents also delay their actions waiting for something to happen. simply double the attack’s range increment COMBAT weapon may cause collateral damage if the shot strikes somewhere else and use this as the attack’s range in BESM d20. the weapon his or her character uses (if any). If the character is trying something unusual (such as a Called Shot rocket. and hurled weapons such as a CHARACTER ACTION thrown rock or throwing knife. and action (i. 115 . Thus. and the attack has no effect. and Weapon Abilities/Disabilities. To reflect some of the brutally successful attacks demonstrated in is 15 feet. The attacker’s Conversely. its range increment attack. abstract system for range rather If the Attack check succeeds. Most pistols. If GMs would prefer to use the standard d20 System checks (page 120) for more information. when converting existing d20 System material to CHAPTER 12: action is over. Should two or more MELEE VS. For each additional attacks. the character with the Some attacks are useful at a distance. he or she suffers the effects of the attack. crossbows. the times the distance at -8. he or she still acts before falling unconscious. Additionally. All held actions occur during the first touching distance (usually five to ten feet). followed by others in descending order. the character is assumed to be highly focused on additional target beyond the first. Attacks are normally against a single if none other is listed. This range as the range increment for the attack. hand-to-hand fighting. the two extra targets). though some weapons or attack Abilities may allow the character to engage multiple targets simultaneously. This means both characters attack four categories listed below. the Attacks Attribute do not impose this restriction — only additional damage inflicted to each target is reduced by one half. he or she acts on the first Initiative in the next round. are short-ranged. simply consider half of the indicated BESM d20 or does not defend at all. If all his or her effective. grenades. For simplicity. If the characters have the same Dexterity as close. Each target. LONG Before rolling the dice. target. additional character attempted to swing his sword and strike three people in one attacks gained via a high Base Attack Bonus occur after a character blow. these additional attacks may not be used damage is reduced by half. following round. unless the character has the machine guns. combat and thus may only perform minimal other actions (move only a Only one attack check is made. the attacker suffers real life. If the character decides to use these may attempt to use one attack to strike multiple targets. short distance. such as hitting an innocent bystander or a weapon malfunctioning. MULTIPLE ATTACKS FROM ATTACKING MULTIPLE TARGETS WITH ONE ATTACK BASECharacters ATTACK BONUS When a character absolutely must take down a number of targets with a Base Attack Bonus of +6 or higher may make but he or she does not have enough Extra Attacks to do so. or a tank’s main gun are examples of long-range weapons. the player should clearly describe the The attack is effective out to considerable ranges: about one to five method of attack. the player (or GM for an NPC) must roll equal to or greater than the target’s AC. unlike standard attacks. SPECIAL COMBAT SITUATIONS The following are special situations that can occur during combat. Remember to include Range Increments and BESM d20 all relevant Attribute. It is up to the GM to decide whether he or and deliver damage at the same time. the character has missed. The attack has an effective range out to about 30 feet. If he successfully hits any of the targets. detailed d20 System method of range unless the opponent can defend against the attack. attack) or one non-combat action. The energy When it is time for a character to act. not one check per target. he would make one attack check with a -8 penalty (-4 for each of completes all bonus actions gained through the Extra Attacks Attribute. the character suffers a -4 check penalty. while others are limited to highest Dexterity acts first. The attack has an effective range out to about 300 feet. Initiative. movies and TV series. he or she should specify this beforehand. if an attack is is normally damage and/or any other special effects associated with the “short range” (a range of 30 feet in BESM d20). ranges are grouped into the well. for example). If an Attack check fails. Additional attacks gained through the Extra however. is allowed to make a defence check as normal. the character is on target and will hit than the traditional. or attacking with two weapons). If two (or more) characters hold their actions until the melee combat. then both characters act simultaneously (assuming neither continues to hold their action) and then everyone else involved in SHORT the combat acts based on Initiative rolls. This is the range for swords. weapons cannot exceed their listed ranges. and the miles (or more if specifically noted). increments. For each 15 feet beyond the initial 15. BESM d20 uses a simpler. Characters with certain Feats (for example. though the GM may decide that some attacks or round ends in a dramatic stand-off and a new one begins. RANGED ATTACKS characters or NPCs have the same Initiative.

inflicting greater-than-normal damage results. the weapon’s user still suffers a -4 penalty on his or her next action with that weapon (since it is off balance). Characters represented by the Flunkies Attribute (page 48) are considered CR 1 characters for the purpose of determining these modifiers. CALLED SHOTS An attacking character may opt to suffer a penalty to hit in exchange for a Called Shot that provides some special advantage. Players must specify a Called Shot before rolling the dice. The attacker does not suffer any penalties for each additional target who is at least 10 character Ranks (or 10 CRs) lower than the attacker. a Called Shot may ignore Armour (by attacking a small. 6. and consequently the attack penalties are not as severe. he or she can only use this option with one attack and not every attack. 4. For CHAPTER 12: example. Additionally. The Magical Girl suffers no penalty for the two Level 1 and two Level 2 Ninja (since they are at least 10 Levels lower than she). the penalty is only -2 instead of -4. like a flak vest only protecting a person’s torso. a -2 penalty for the two Level 4 and one Level 6 Ninja (since they are at least 5 Levels lower). CALLED SHOT TO PARTIAL ARMOUR Some armour may provide partial protection. this requires an attack at a -8 penalty. 2. spine. He or she suffers a -8 attack check penalty. If using a ranged attack. a 12th Level Magical Girl uses her magical tiara Item of Power to combat a hoard of 8 Ninja with the following Levels: 1. and 8. but he or she retains control of it. the character only suffers a -4 penalty. brain. If using a melee weapon or unarmed attack to disarm. 4. If the attack hits. For example. ATTACKING MULTIPLE WEAKER OPPONENTS Sometimes a character wants to attack multiple significantly weaker opponents with one offensive action. The rules should not be used in grittier. ATTACKS WITH TWO WEAPONS A character with a one-handed weapon in each hand may use both at once against the same target or attack two different targets (even if he or she does not have Extra Attacks) but at a severe penalty to both checks. The final attack check penalty the Magical Girl suffers for her one attack is -10 (-2 -2 -2 -4 = -10). The penalty applied to the off hand attack is reduced by 4 if the character has the Ambidexterity Feat. An attack aimed at a thin or unarmoured area suffers a -4 attack check penalty and ignores the effects of the armour if successful. and a full -4 for the Level 8 Ninja (since he is only 4 Levels lower. each time the Two- Weapon Fighting Feat is assigned. This action is very cinematic (representative of a powerful warrior battling hoards of lowly minions). A two-weapon attack incurs a -6 penalty for the primary or first hand and a -10 for the other hand (the off hand). Mooks in BESM d20 The rules for Attacking Multiple Weaker Opponents is for cinematic games where the heroes are able to dispatch significantly weaker foes without much concern. For each additional target who is at least 5 character Levels (or 5 CRs) lower than the attacker. the character knocks away the weapon (probably damaging it). If a character has Extra Attacks. etc. 1. realistic games. but.DISARMING A character may attempt to shoot or knock a weapon out of another person’s hand. if successful. An additional -2 penalty is applied on each attack (-8 and -12 penalties) if the attacks are aimed at different targets. penalties applied to both attacks are reduced by 2. but the target may make a Strength check to retain control of the weapon. If the check succeeds. the damage dice used in the attack increases to the next 116 . CALLED SHOT . CALLED SHOT TO VITAL SPOT A character attacking a living being can specify he or she is aiming for a vital spot (heart. which is less than 5). 2.) rather than simply shooting at the centre of mass as usual. COMBAT unarmoured spot) or strike a vital point.

the combined attack combine their damage values into one total and this amount is inflicted is not necessary and the risk of inflicting reduced damage is upon the target as if from one attack. at the earliest. thus far. If an aiming character chooses to move or suffers any damage before he or she can fire. Added to the first character’s the blow. check penalty depends on the size of the Weak Point: a tiny spot gives a First. he or she maintains consciousness. She rolls conscious. or Spreading Ability. the character sti