RPG's

HOME
MEMBERSHIP
SUBMISSIONS

 

Discuss this
topic on the
MESSAGE BOARD

 

 

New Attributes For "Big Eyes, Small Mouth"
Revised Edition v1.1

NEW CHARACTER ATTRIBUTES:
Has a Cool Attack (4 Points per level)

This character has an attack which is unusual in reality. Either they throw lighting from their fingers, or fire beams of coherent energy from their hands, or summon large orbs of energy upon their targets. This attribute accurately simulates the AWESOME moves witnessed in video games, anime, and manga.
 

Chart 1.1 - The Important Stuff
"Has a Cool Attack's"
Level
Attack 
points
Available
Attack 
Level Limit
Maximum # 
of Attacks
1 10 1 1
2 20 2 2
3 30 3 3
4 40 4 4
5 50 5 5
6 60 6 6
A character receives an amount of attack points equal to the level of Has a Cool Attack times 10. Their attack's level cannot exceed the level of Has a Cool Attack. The player is also restricted to a maximum number of attacks equal to their level of Has a Cool Attack. See Chart 1.1 for a clear explanation of what was said above. Refer to chart 1.2 for available attack types. To purchase an attack, it costs 8 attack points per the attack's level.
Chart 1.2 - Attack Types
  • Melee

  • This attack is a Hand to Hand only attack.
  • Blade

  • Also a Hand to Hand Attack.
    (Does not Harm user.)
  • Thrown

  • This attack is thrown like a ball, 
    or other throwing weapon.
    Max Range: (Body+Soul)x5 = range in feet.
  • Beam

  • This is the typical anime style attack.
    Think of it as a laser beam or a similar attack.
    Max Range: (Soul+Mind)x10 = range in feet.
  • Area

  • A surrounding type of attack, 
    you are at the epicenter of it. 
    (Does not harm user.)
    Radius: (Soul+Mind)x10 = Radius in feet.
  • Cone

  • Think Shotgun Blast
    Range = Soul x 20 in feet.
  • Geyser

  • This attack is projected out as if it was a ball traveling underground, until it reaches it's target. That's when it goes off, UNDERNEATH it's intended victim. Exploding upward with the characters chosen effect.
    Range = (Soul+Mind) x 3 in feet
Chart 1.3 - Extra additions
Constant
1 Point
Allows the attack to be used
Constantly.
Target Only
2 Points
Self Explanatory.
Double Damage
2 Points
Self Explanatory.
1/2 Cost
2 points
You can use the attack for half the energy cost.
No cost
3 Points
This attack does not cost energy.
Gatling
2 points
(Per Level)
You can attack a number of times equal to your level of this attack.
Chargeable
1 point
(per level)
You can hold the attack up to a number of turns, equal to your level in this addition. The attack's damage equals the number of turns held times the attack's damage.
Infinite Range
2 points
The attack will keep going untill it reaches it's target. It will not home into the target. instead it will travel on a straight line to the target, until it reaches the target's location. If the target somehow moved out of the way before it arrived, the attack fizzles when it reaches that spot where the target was before you fired.
Chart 1.4 - Defect Additions
Double Energy Cost
2 Point Attack Defect
Doubles the Energy Cost
1/2 Damage
2 Point Attack Defect
Reduces the damage by one half.
Costs Health
3 Point Attack Defect
The attack costs health points, not energy points.
Delayed Reaction 2 Point or 3 Point 
Attack Defect
The attack is delayed by 1D6 for 2 points, 2D6 for 3 points. This is rolled each time you do the attack.
Chart 1.5 - Energy Cost
Attack Level Energy Cost
1 10
2 20
3 30
4 40
5 50
6 60
Chart 1.6 - Attack Damage
Attack Level Attack Damage
1 10
2 20
3 30
4 40
5 50
6 60
Now that we have gotten this far, lets make an attack.

Let's say you want a beam attack, you have has a cool attack at level 2. your soul is at 5, and mind is at 5. You have 20 attack points to work with.

We first pick a Beam Attack at level 2 for starters. 
Here is the initial information:

Beam Attack - Level 2
Range: 100 feet. ([Soul + Mind]x 10)
Damage: 20 (See Chart 1.6)
Energy Cost: 20 (See Chart 1.5)
Attack Point Cost: 16

Now let's add a few additions to this attack (See Chart 1.3). We decide to make this attack Chargeable, Target Only, and give the attack Double Damage, and Infinite Range. The attack NOW looks like this:

Beam Attack - Level 2
Range: Infinite (Infinite Range)
Damage: 40 (Double Damage)
Energy Cost: 20
*Chargeable (Level 1) - 1 Turn Maximum
*Target Only
Attack Point Cost: 23

Uh-Oh, we've gone over! No worries, you can take defects to add to the attack as well! We decide to add delayed reaction as a defect for 3 Points. Reducing the Attack Point cost to 20! We then decide to call this attack "Supreme Blast"!

Here is the final form of our attack!

"Supreme Blast" - Level 2
Range: Infinite
Damage: 40
Energy Cost: 20
*Chargeable (Level 1) - 1 Turn Maximum
*Target Only
*Delayed Reaction - 2D6 Turns

Congratulations! You've made your first attack!
Happy hunting! ^_^


Has a Cool Defense (4 Points Per Level)
 
Chart 2.1 The Basics
Level Defense Points Maximum
Number of
Defenses
1 10 2
2 20 4
3 30 6
4 40 8
5 50 10
6 60 12
A Character can use very unusual defenses to protect themselves. You can use force fields, health reserves, or deflect attacks back at your opponent. You get 10 Defense points to purchase different defenses for your character.
Chart 2.2 - Defense Types
  • Reflect (5 Points Per Level)

  • You can reflect 10 Points of damage back at the attacker per level.
  • Deflect (5 Points Per Level)

  • You can deflect 10 points of damage away from you to a different target per level.
  • Defense Screen (5 Points per level)

  • This serves as a defense screen, a skin tight field around the character.
    This screen can stop 10 points of damage per level.
  • Defense Bubble (5 Points per level)

  • This defense screen resembles a bubble. Extendible to 1 extra character per level.
    This defense stops 10 points of damage per level.
  • Tough Hide (5 Points per level)

  • Your skin is unnaturally tough, serving as "Type B" Armor (Refer to the main BESM rules on Type B Armor.).
    You have 10 points of armor per level.
  • Absorb (10 Points per level)

  • With this defense, you can absorb damage. You then convert that damage into energy points, or health points.
    You can convert 10 points of damage per level.
  • Extra Health (10 Points per level)

  • You have a separate "Pool" of health points that you can draw upon in an emergency. This ability costs 1 energy point per health point drawn from the pool. You can draw upon a maximum of 10 points from the pool per level, per turn, and you have 20 points of this extra health per level. After combat, this extra pool must recharge first, before your standard health is recovered. You cannot raise your health over it's normal limits by dumping the extra pool into it.

Invulnerability (5 Points Per Level)

This attribute shows that you are un-naturally tough. So tough, it's hard to kill you. At higher levels, it's next to impossible to kill you, so it's up to you and the GM to impose limits and a vulnerability to your character. Please don't make me regret making this.
(Note: Aging can kill this character, no matter what level this attribute this is at.)

Level 1: The character doesn't suffer from Diseases, Illnesses, or Toxins.
Level 2: You take only 50% damage, or you recover at x2 your normal rate. You regenerate lost limbs after 1 Year.
Level 3: You take only 25% damage, or you recover at x4 your normal rate. You regenerate lost limbs after 6 Months.
Level 4: You can only be killed by a common item (GM's Call). You Regenerate lost limbs after 1 Month, lost organs at 6 months.
Level 5: You can only be killed by a rare item (GM's Call). You regenerate lost limbs in 1 Day, lost organs in 1 month, and can regenerate vital organs in a "stasis condition" which looks like death. You also don't need to breathe, eat, sleep, drink, or use the little immortal's room.
Level 6: Only 1 thing can kill this character. (GM's Call) I won't even mention how fast you regenerate limbs, or organs!


Ageless (3 Point Attribute)
This is a one level attribute. This shows that you don't age. simple as that. Oh, if you do buy this attribute, you must take at least a 1 point defect that effects your Mind or Soul stats, or that effects social interaction.

Living Legacy (4 Points per level)
Pre-requisites: Ageless, Invulnerability at level 1 or higher.
This reflects JUST HOW LONG your character has been on this earth.

Level 1: You've haven't been around too long, about 200 years. +2 Attribute Points, +5 Skill points
Level 2: You have been around for about 750 years. +4 Attribute Points, +10 Skill Points, +1 to Personal Gear
Level 3: You've been around for about 1500 years. +6 Attribute Points, +15 Skill Points, +1 to Personal Gear
Level 4: You've been around for about 2000 years. +8 Attribute Points, +20 Skill Points, +1 to Personal Gear
Level 5: You've been around for AT LEAST 5000 years. +10 Attribute Points, +20 Skill Points, +2 to Personal Gear
Level 6: You've been around for AT LEAST 15000 years. +10 Attribute Points, +20 Skill Points, +3 to Personal Gear
(NOTE: All bonuses are not cumulative. You receive what you get for the level of this attribute. You cannot increase this attribute with experience, or defects.)


NEW CHARACTER DEFECTS:
Off The Handle
The character with this defect is slightly insane.

1 BP: This character has a small mental quirk which shows rarely. Make a Mind stat check to see if they show this small glitch in their brain. The amount FAILED equals the number of turns the GM can make odd suggestions to the player. The player must make a Mind stat check with a +1 penalty to resist the suggestions.
2 BP:
This character is insane. Pick a common insanity to give to the character. Make a mind check with a +2 penalty to see if the character goes insane. The character must make a Mind stat check with a +2 penalty to regain control and some semblance of sanity.


Hyperactive
The character just can't stand still for very long.

1 BP: The character is a little impulsive
2 BP: This character cannot stand still for a SECOND! Make a Mind stat check with a +1 penalty to resist the urge to become the human equivalent of a buzzsaw. This check must be made for every "in game" hour of play.


Just Can't (Fill in blank)
The character is bad at doing a certain skill, or can't do it at all.

1 BP: The character receives a +1 roll penalty when doing a certain skill.
2 BP:
The character is unable to do a certain skill.


Ideas or Suggestions?
E-Mail me at gherity@tcfreenet.org or sailor_minneapolis@yahoo.com
Please visit my two web pages.
For insight on the anime side of things, go to the Neo Otaku Nation! http://www.geocities.com/sailor_minneapolis
For just some general craziness, go to my page! http://tcfreenet.org/people/gherity
I must give a huge shout out to the National Gamer's Guild, A.O, The crew at Phoenix, the old crew from the late RDH.
[True gamers never die. They just re-roll new characters.]

Written by Thomas G.
(HTML by Thomas G. & Gene V.)
(Originally Posted 12-20-99 - Updated 2-20-00)