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Posted by MystFor group 0
Myst
GM, 13 posts
Wed 27 Dec 2017
at 01:33
  • msg #1

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STEP 4: CHARACTER ATTRIBUTES
Your character’s basic abilities are represented by the three Stats, but his or her more specific acquired or
innate talents and abilities are known as Character Attributes. Any Character Points remaining after you have
purchased Stats are available to acquire Attributes.
Character Points may be used to acquire Attributes, but since some represent exotic abilities (like magical
or superhuman powers or abilities innate to non-human races), the GM may choose to place certain restrictions
on their availability in his or her particular game setting.
There are many different Character Attributes, each representing a particular talent or special ability. Each
Attribute is rated with a Level from 1-6 (or in a few cases, 1-2). Acquiring an Attribute or increasing it in Level
requires the expenditure of one or more Character Points depending on the Attribute’s Character Point cost per
Level. The Attribute descriptions indicate the Character Point cost, its game effects and limitations, and the Stat
most relevant to the Attribute’s use should a Stat check dice roll be needed (see page 132 of Chapter 3: Game
Mechanics).
If one of your Attributes is modified by another to extend beyond Level 6 (such as the Appearance
Attribute modifying Art of Distraction), you should discuss the influence and limitations of the new Level with
the GM. Attributes at higher Levels may also be assigned deliberately with GM permission or when the GM
creates NPCs. For example, high Level Attributes are very appropriate for villains who may need exceptional
resources to oppose an entire group of characters.
The selection of Attributes is one of the most important steps during character creation. Through
Attributes, you define your character’s unique capabilities compared to other individuals. Think carefully about
the balance between a few high-level Attributes and a large number of low-level Attributes.
If you find yourself needing more Character Points than you have been assigned, consider burdening your
character with one or more Character Defects (Step 5: Character Defects, page 100). Each Defect can provide you
with an additional Character Point or two, which can be used to acquire more Character Attributes or higher Stats.
This message was last edited by the GM at 01:33, Wed 27 Dec 2017.
Myst
GM, 14 posts
Wed 27 Dec 2017
at 01:34
  • msg #2

Resources

TYPES OF ATTRIBUTES
Certain Attributes are more likely to fit specific character concepts than others. To help the players and
GM select Attributes, they have been classed as Paranormal, Racial, Technological, or Universal. Often, an
Attribute fits into more than one category.
• Mecha
A few Attributes (and Defects) are listed as “mecha only.” A mecha is a vehicle, suit, robot, or other
construct that a character possesses. The Own a Big Mecha Attribute (page 59) allows players to design mecha
for their characters; Mecha only Attributes or Defects are used only as part of this mecha creation process.
• Normal
These are (comparatively) mundane abilities that any character can possess. These abilities reflect innate
aptitude or training rather than supernatural power.
• Paranormal
These Attributes are often associated with magical, supernatural, or psychic characters. They are recommended
for wizards, ki-users, psychics, mystics, spirits, gods, demons, undead, and monsters with supernatural powers. In
game worlds where these sorts of characters do not exist, the GM may forbid paranormal powers.
• Racial
These Attributes are often innate to a non-human species due to their physical form. For example, Flight may
be natural for a winged race, or Light Armour may be natural for a species with a tough hide. They are recommended
for characters who belong to another non-human species and are also useful when designing animals or monsters.
• Technological
These Attributes are normally associated with machines, vehicles, or similar constructs. Mecha will often have
these Attributes, as will characters who are partly or wholly machine, such as androids, cyborgs, or intelligent robots.
• Universal
This type of Attribute is broad enough that it can fit into many different concepts. It is available to
characters who can take Paranormal, Racial, or Technological Attributes.
The above categories are only intended as general guidelines, not as hard line restrictions. For example,
although Star Flight is listed as “Technological,” one can easily imagine a paranormal form of interstellar travel.
Similarly, although Mind Control and Exorcism are both listed as “Paranormal,” there are plenty of anime
examples of “mind control machines” or “ghost-busting” blasters. As long as an Attribute can be justified to
the GM within the character concept and the campaign setting, it is possible to take it. The GM is the final
authority on whether or not to allow a given Attribute.
Myst
GM, 15 posts
Wed 27 Dec 2017
at 01:36
  • msg #3

Resources

MODIFYING ATTRIBUTES AND ADJUSTING ATTRIBUTE POINT COSTS
The SECOND EDITION of BESM describes effects in more detail than the FIRST EDITION. As a result, players
may occasionally find that an Attribute does not exactly match their concept of how a particular power or
capability should function. The GM (and, with GM permission, the players) may redefine the effects of existingAttributes to better suit particular character concepts. If the GM feels a changed effect makes the Attribute significantly more or less powerful, he or she may alter its point cost to reflect this.
Also, the value of Attributes assumes the setting of the game gives them a good chance of actually being
useful in play. If a character is given an Attribute that the GM decides is unlikely to have much, if any, utility in the campaign, he or she can reduce its Character Point Cost or even give the Attribute away for free. If
circumstances change and the Attribute becomes useful on a regular basis, the GM may opt to hold back a few
earned Advancement Points until the original cost is paid.
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