BESM uses a point-based character creation system. They seem to take the challenge of both making the sheet nice looking and having all the information present very seriously and do pretty damn good work.
But they are made of viewpoints, of images, of memories and puns and lost hopes. A later revised edition of this version was published inwhich, due to errors in the proofing and printing processes, did not contain the full set of revisions in its final published shset. Centauri Knights and Uresia: Typically, in order to caracter good design one needs to know the rules so that one can ignore them well.
Sales were good but the critical response was mixed. These bes, supplemented by Attributes, which give the characters unique abilities. Another company will be publishing it and providing future support. It is frequently referred to by the acronym BESM. Help me get my gaming fix, if you want. I have only two complaints.
I think that the included sheet in BESM 3rd is fine for anyone just getting into the game. Besm D20 Revised Edition Pdf Besm 3rd Edition Pdf Free Here you can find besm pdf shared files Download D20 besm besm d20 revised pdf from blogger Our goal is to provide high-quality video, TV streams, music, software, besm pdf download sight , documents or any other shared files for free!
The title alludes to the common anime drawing style of characters with large expressive eyes and comparatively small mouths. Namecheap, Inc. Amazon Technologies Inc. The Endurance International Group, Inc. The transformation occurs over several rounds. The Damn Healthy! Note that characters with high Body or Soul Attributes may be very healthy even without this Attribute.
The dimension can be as large as a closet. The dimension can be as large as a room. The dimension can be as large as a house. The dimension can be the size of a city block.
The dimension can be the size of an entire city or even larger. Mages often create dimensional portals leading from closets or doors into other places. In less serious games, Dimensional Portal can also represent the ability some characters have to suddenly produce big items like huge hammers or swords seemingly out of nowhere. A pocket dimension could even be partially unexplored or dangerous territory where characters could adventure. A character with this ability cannot create new portals leading out of the pocket dimension; he or she may only leave by the one that was entered.
A character can usually only have a single portal opened to his or her dimension at a time, but additional apertures to the same dimension may be possessed for one extra Character Point each. Once opened, a portal stays open for as long as the creator is in the pocket dimension. In the case of a portal acquired as a Magical Power see Magic, page 48 , opening it burns Energy Points and holding it open also burns Energy Points every minute.
Dimensional Portals may optionally be designated as only one-way, restricting access in or out until the character or machine maintaining them is destroyed, or some other condition is fulfilled.
This Attribute may be taken multiple times to give access to multiple different dimensions. If so, it may be taken at different Levels for each individual dimension. Some characters may have the exotic ability of being able to suck or warp unwilling targets into their own pocket dimension. The player may re-roll any 2 dice rolls each game session. The player may re-roll any 3 dice rolls each game session. The player may re-roll any 4 dice rolls each game session.
The player may re-roll any 5 dice rolls each game session. The player may re-roll any 6 dice rolls each game session. This relationship is represented through the re-rolling of undesirable dice rolls. Dynamic Sorcery is a very open-ended Attribute and should be discussed with the GM at length to determine the effects and limitations in his or her game.
Proper use of Dynamic Sorcery will not unbalance the game but can provide many opportunities for character innovation. A character with this Attribute has the potential to cast spells from a vast variety of magical disciplines.
Such specializations can include protection spells, elemental spells, weather spells, charm spells, necromantic spells, spells involving animal spirits, etc. A common variation on Dynamic Sorcery is magic whose effects are restricted to a particular reality different from the main reality of the campaign, such as the world of dreams, a cyberspace, or another pocket dimension.
This may only cost 1 Character Point per Level; the effects normally disappear when their subject leaves that reality jacks out, wakes up, etc.
Spells of this type are Level 1 spells and cost 1 Energy Point. LEVEL 2 Can cast medium-duration spells of no real power light, protection from elements, climb walls, etc. Can cast medium-duration spells of some power flight, wards of protection, limited invisibility, etc. Spells of this type are Level 4 spells and cost 16 Energy Points. Can cast spells of great power and of nearly any duration summon spirits, create matter, teleportation, local weather control, etc.
Spells of this type are Level 5 spells and cost 25 Energy Points. Can cast spells of immense power summon very powerful spirits, regional weather control, etc. Spells of this type are Level 6 spells and cost 36 Energy Points.
It provides a loose, flexible system where mages can create any number of spells on the fly, rather than having to refer to the detailed mechanics given in this chapter for other Attributes. For a more mechanistic system where magic-using characters can only perform a limited number of named spells or magical effects, use the Magic Attribute on page Dynamic Sorcery is much more flexible than the Magic Attribute, but the need to make Stat rolls to focus its power and the higher Energy Point cost of powerful effects tends to balance things out.
To avoid having to worry about play balance issues, it is recommended that the GM decide that only one of either Magic or Dynamic Sorcery be used in a particular game. Both can exist simultaneously if the GM wishes, however. Use of Dynamic Sorcery in your game may remove the need for some other Attributes, such as Astral Projection, Illusion, Healing, and others.
If this is the case, simply remove the affected Attribute from the list of those available for characters. This link with the mystical world allows reality to be altered to accommodate the existence of the spell. Should the spell effects target more than one person or object, the GM may choose to increase the effective Level required by one if affecting two people, by two if affecting people, by three if affecting people, and by four if affecting people. The GM will decide the Attribute Level needed to cast a particular spell.
A spell requires a Soul Stat check dice roll see Chapter 3: Game Mechanics to successfully manipulate the magical energies. The character gets a -1 bonus for every Level his or her Dynamic Sorcery exceeds the minimum level of the spell he or she is casting.
If the dice roll fails, the spell either does not function but drains Energy Points anyway or, just as often, performs in an unpredictable and usually annoying fashion as determined by the GM. If the dice roll succeeds, the spell functions normally. In addition, any spell that is an attack on another entity also requires an Attack dice roll to hit them. If the spell inflicts direct damage, the target will normally be allowed a Defense roll to avoid its effects.
If the spell is something that has a more indirect effect, an appropriate Stat Check usually against Soul should be allowed to resist or see through the effects.
The following descriptions serve only as guidelines. Creativity is encouraged when using the Dynamic Sorcery Attribute. In anime this is most appropriate for monsters especially those with serpentine or octopus-like traits or giant robots with extendable limbs. LEVEL 2 like a snake , or his or her neck. In the case of a flexible torso, the character can use it to constrict others or slither through smaller-than-usual openings.
He or she can stretch limbs and other body parts, transform them into tentacles, and literally tie his or her body in knots. In anime, this is most appropriate for technological combat mecha in a modern or futuristic setting.
ECM must be specified to work against one of the following: communications, homing missiles, or sensors. The size of the area is dictated by the Attribute Level.
Under these circumstances, an Attack roll is not required, but the target does have the option of defending against the attack. Sensor jams have the same effect as a Stealth Attribute of the same Level but affect everyone in the area — friendly, neutral, or enemy. If anyone also has Stealth, the Attribute with the highest Level will take precedence if someone tries to detect it. A character can always choose to use ECM at a lower level jamming a smaller area, for example , if desired.
Small city-sized jamming area up to 5 km radius. County-sized jamming area up to 50 km radius. State-sized jamming area up to km radius. Continental jamming area up to 5, km radius. Planetary jamming area up to 50, km radius. ECM is normally technological in nature and only affects technological sensors, communicators, or Homing weapons, however, it can be defined as paranormal in nature, in which case it may affect appropriate paranormal versions of Sensors or Homing. Similarly, psychic Commo Jamming may jam Telepathy of equal or lower Level.
This is most appropriate for characters with magical abilities to control a particular element or facet of nature such as sorcerers, demons, and spirits, but it could also represent various technological devices.
If a character wishes to perform multiple effects for example, control light and darkness he or she should either acquire the Attribute multiple times if the effects are available at different Levels or add the point costs of all effects together to calculate a combined effect cost per Level. If the character wishes to produce heat or cold sufficient to start fires or instantly freeze someone solid, acquire the Weapon Attack Attribute page If this would reduce the Level below 1, the effect cannot be produced.
For focused attacks, like lightning bolts or tornadoes, use the Weapon Attack Attribute page It will often take several rounds for weather to build up or disperse. Abnormal weather effects will return to normal soon after a character ceases to use this Attribute. Maintaining Environmental Control requires a slight amount of concentration: the character can perform other actions while doing so, but can only affect one area at any given time.
Affect a small area like a room. Affect a modest area like a house. Affect a local area like a neighbourhood or village. Affect a regional area like an entire city. Affect a large area like an entire county. Affect an entire region like a state, province or small country. One of his powers is the ability to blot out the sun over his entire fief, plunging it into complete darkness.
In general, there is no need to acquire an Attribute like Environmental Control Light or Darkness just to get an ordinary technological feature like a searchlight or smokescreen generator, provided that such features are indeed fairly mundane in the campaign setting. Success drains 5 Energy Points from the target. Success drains 15 Energy Points from the target. Success drains 20 Energy Points from the target. Success drains 25 Energy Points from the target. Success drains 30 Energy Points from the target.
By taking this Attribute, the character can acquire more. In anime, robots, tentacled monsters and non-humans with monkey-like tails often have Extra Arms. In anime, this ability is often possessed by Buddhist monks, Shinto priests or priestesses, and wandering mediums.
Exactly what entities qualify will depend on the nature of the game world; in some settings, undead, such as zombies or ghosts, may be vulnerable to exorcism. Each attempt at exorcism counts as an attack and requires a Soul Stat check with a -1 bonus per Level of the Attribute. A ritual action is also necessary in most cases, such as a chant or mystical gestures, or use of particular objects, such as holy water or spirit wards.
During the exorcism attempt, the character is completely focused on the exorcism and cannot defend against other attacks.
In addition, the target entity must fail a Soul Stat Check, with a penalty based on the Level of the Exorcism Attribute. If the attack succeeds the Exorcist makes his or her Soul Stat check and the entity fails his or her own Soul Stat check the entity will be affected. It cannot attack the exorcist and any companions sheltered behind him or her for one round.
In addition, the entity loses Energy Points in an amount depending on the Attribute Level. Although prevented from attacking the exorcist for one round, the creature may choose to take other actions, such as taunting or threatening the exorcist, fleeing, or even vanishing. Exorcism may be repeated each round with successes draining additional Energy from the target, and failures having no effect and leaving the demon free to attack the character. The character possesses extra arms.
A trunk, tentacle, or prehensile tail is an arm; a limb that simply ends in a gun-barrel, melee weapon, or tool mount is not. Extra arms are useful for holding onto several things at once, but do not give extra attacks for that ability, see Extra Attacks Attribute on page Possessing only one arm or no arms is a Defect page Each round, the character may make one or more additional offensive actions and ignore penalties for performing more than one defensive action provided that the attacks are all similar in nature for example, all hand-to-hand, all ranged, etc.
Also, unless two or more opponents are very close together, armed or unarmed hand-to-hand attacks must target the same person. The attacks are usually carried out at the same time during the same Initiative see page of Chapter 3: Game Mechanics. The character gains 1 extra attack and defense each round. The character gains 2 extra attacks and defenses each round. The character gains 3 extra attacks and defenses each round. The character gains 4 extra attacks and defenses each round. The character gains 5 extra attacks and defenses each round.
The character gains 6 extra attacks and defenses each round. Features are typically possessed by non-humans and reflect various, minor biological advantages, while accessories are similar technological capabilities that may be built into androids, cyborgs, or mecha. Examples of racial features are homing instinct, longevity, night vision, pouch, soft fur thicker hide or fur should be acquired as Light Armour, page 48 , and tolerance of extreme temperatures.
Examples of technological features suitable for building into cyborgs, robots or androids include modem, night vision, radio, gyrocompass and computer link. Examples of technological features suitable as mecha accessories are an airlock, burglar alarm, camera, cell phone, ejection seat, emergency lights and siren, global positioning system, luxurious decor, personal computer, radio, revolving license plate, search light, stereo system, tow cable, wet bar, and many others.
In particular, a character or mecha need not acquire accessories that are implied by other Attributes a mecha with Space Flight can be assumed to have appropriate navigational systems or which are fairly ubiquitous given its size and other functions like headlights or safety belts in a modern vehicle.
The Attribute Level determines the number of features or accessories that a character or mecha can have. This is a common ability for non-humans, mecha, and people with paranormal powers. Decide how the flight is achieved: wings, fixed wings with jets or propellers, rotors, rockets, anti-gravity, hot air, psionic levitation, magic, or some other technique.
This is the most common type of flight possessed by characters. If a flyer has Level 4, 5, or 6 in the Flight Attribute, and at least 1 Level in the Space Flight Attribute, the flyer can reach orbit after climbing beyond the stratosphere several kilometres up , or fly around the planet at hypersonic speeds up to five times the listed speeds when beyond the stratosphere.
The flyer must stay in the thin air of the upper atmosphere during these journeys, however. They are mutually exclusive. He or she may be riding on a cushion of air, magnetic lines of force, or even travelling along magical lines. This reduces the point cost of Flight by 1 point total, not per Level. It is only available to flyers who can hover. This means the flyer can only become airborne if he or she launches from a high place like a tree or rooftop or from a fast-moving vehicle.
Additionally, he or she can only gain speed by diving, or gain altitude by riding thermals. A glider with Levels in the Flight Attribute may glide down from orbit to a safe landing. Glider reduces the point cost of Flight by 2 points total, not per Level. Slow subsonic flight, like a helicopter up to kph. Fast subsonic flight, like a WW2 fighter to kph. Transonic flight, like a jetliner up to 1, kph. Supersonic flight, like a jet fighter up to 2, kph.
Triplesonic flight, like an SR71 Blackbird up to 5, kph. Interpose yourself between me and that rabid wolf Fix it! They are also known as groupies, stooges, or toadies. They are not warriors — see Servant page 66 for that Attribute. A Flunky may get in the way of an enemy, or fight in self-defense, but will not attack.
Individual Flunkies are NPCs. A character may have Flunkies with varied Stats or Attributes, but each one with a different set of Stats or Attributes counts as two Flunkies.
A Flunky should be built on 10 Character Points plus any Defects. Players should use the Servant Attribute page 66 if they wish to create combat-capable or exotic companions for their characters.
The character controls 1 flunky. The character controls 2 flunkies. The character controls 3 or 4 flunkies. The character controls 5 to 7 flunkies. The character controls 8 to 12 flunkies. The character controls 13 to 20 flunkies. This counts as four flunkies since the third one has different Stats , and thus Tom will need Flunkies Level 3. Damage delivered in combat for the specific attack is increased by 10 points. Damage delivered in combat for the specific attack is increased by 15 points.
Damage delivered in combat for the specific attack is increased by 20 points. Damage delivered in combat for the specific attack is increased by 25 points. Damage delivered in combat for the specific attack is increased by 30 points.
A typical anime Force Field is different from Armour, since it can be battered down by a sufficiently powerful attack. Attack damage is first applied to the Force Field, with any additional penetrating damage applied against armour. Thus, if a weapon hit successfully penetrates a Force Field, the Light or Heavy Armour Attribute can still protect against it. A Force Field can be reduced or even knocked down by a sufficiently powerful attack.
If an attack does more damage than the Force Field prevents even if the rest of the damage is absorbed by armour , the Force Field temporarily loses one Level of effectiveness. The character can only regain Levels if the field is down and regenerating. A Force Field that is knocked down to zero Levels automatically shuts off to regenerate. A wall can be projected out to a distance of up to 5 metres away from the character. A wall is assumed to be about 10 square metres, while an ordinary Force Field is form-fitting.
Either type will also block movement through the field by anyone who is not Incorporeal or Astral. If a character with an extended Force Field also has Flight, Space Flight, or possibly Star Flight page 73 , the GM may allow the character to carry other people who are inside the Force Field with him or her while flying.
A Force Field can be given additional customized Abilities or Disabilities. Each Ability taken reduces the protection provided by the shield by 15 points, but gives it some special capability. Each Disability taken increases the protection of the field by 15 points but adds some sort of weakness.
For example, it might represent a special talent with a weapon such as the katana , knowledge of a particular martial arts technique, or ability with a natural weapon of some sort.
For more information on physical combat and damage, see page of Chapter 3: Game Mechanics. This is mostly useful only for extendable Force Fields or those that protect mecha.
In the case of an extended field or wall, the character can actually move through the field. The damage is 10 points for every Level of the Force Field. This counts as two Abilities. This Disability cannot be used with the Shield Only Disability. An example of a minor limitation would be a Force Field that is effective against ranged attacks but not melee, one that offers full-strength frontal and rear protection but only half-strength protection from above, or one that requires one minute to reach full strength.
An example of a major limitation would be a Force Field that prevents the character from making any attacks during operation, one that is unstable in certain types of environments such as sub-zero temperatures or near water , or one that only works against a very specific type of weapon such as lasers.
A minor limitation counts as one Disability, a major limitation as two Disabilities. Instead, it is a small shield that the user must deliberately interpose between an attack. If the user barely failed a Defense Roll against an attack the roll was missed by one the character is assumed to have interposed the shield. If the user misses a Defense Roll by two or more, he or she was unable to interpose the Force Field, and it offers no protection.
This Disability cannot be used with the Both Directions Disability, or with extendable or wall versions of Force Field. It counts as two Disabilities.
He or she may still attack or otherwise act, but must stay in one place or continue to drift if floating through space, continue to fall if falling, etc. The field requires twice as many Energy Points as the Point Cost of the Force Field to activate plus the same per minute to sustain. The Force Field stops 15 damage points. The Force Field stops 30 damage points. The Force Field stops 45 damage points.
The Force Field stops 60 damage points. The Force Field stops 75 damage points. The Force Field stops 90 damage points. Ground Speed is mainly intended for characters such as robots or super-beings or vehicular mecha who can move at very swift speeds. The Speed Attribute on page 72 offers an alternative that is more suited to characters who can simply run very quickly. A flyer whose only high-speed ground movement is during its landing or take off does not have to acquire Ground Speed — this capability is subsumed in the Flight Attribute.
The default top speed for a character or mecha that does not possess the Ground Speed Attribute but does not possess any ground mobility Defects is 20 kph. Ground Speed allows considerably higher velocity.
Modest ground speed up to kph. Fast ground speed up to kph. Very fast ground speed up to kph. Super-fast ground speed up to kph. The character can break the sound barrier during ground movement up to 1, kph.
Each Level gives the character one Gun Bunny ability. This ability is useful for snipers and assassins. Each penalty is reduced by 3 to a minimum of 0. Otherwise, it requires one combat round to ready his or her weapon. The actual weapons and accessories must still be acquired via the Personal Gear Attribute page 62 , but remarkably, the character can access them whenever he or she needs them instead of being forced to return to where they are normally stored.
Characters with Personal Armoury may also make field modifications on their weapons, switching gun modifications such as laser sights or scopes as needed at any time, instead of having to bring them to a workshop or gun shop as usual. This greatly reduces the penalties a character normally suffers for firing from a moving vehicle, performing acrobatics, or otherwise attacking while in motion. A character with this Skill may also use weapons in conjunction with the Acrobatics Skill, and may aim while they are moving.
The character uses the normal Two Weapons rules page , but the penalty for doing so is reduced by 3 to a minimum of 0. The character has two Gun Bunny abilities. The character has three Gun Bunny abilities. The character has four Gun Bunny abilities. The character has five Gun Bunny abilities. The character has six Gun Bunny abilities.
Characters without this ability will only have such information on weapons they actually own or use regularly and will need to successfully roll a Mind-based Military Science Hardware Recognition Skill check to recall important details. In addition, Weapons Encyclopedia also includes knowledge on acquiring weapons, so characters will have a -3 bonus on any Urban Tracking or Business Management Skill checks needed to locate or buy legal or illegal weapons. Players who wish to use Gun Bunny abilities should refer to Chapter 4: Expanded Combat for more detailed rules for called shots, two weapon attacks, and similar manoeuvres.
In anime, characters with healing power include holy individuals, psychic healers, and sorcerers, while mecha may be equipped with high-tech medical bays with similar abilities. Healing can only be performed on a willing or unconscious subject.
It requires total concentration during which time neither the subject nor the healer may perform any other actions. The maximum number of Health Points that a Healer can restore to a particular person in any given day is shown below. This cannot be exceeded, even if multiple healers work on a subject in which case, the combined Health Points restored cannot exceed the maximum Health Points the highest Levelled healer could restore.
No healer can repair someone who was blown to bits, disintegrated, or dead for more than a few minutes, however. A subject must normally be alive to benefit from Healing. It is most often found on mecha such as tanks, ships or big robots, though characters such as cyborgs, androids, giant monsters, or super-beings might also have Heavy Armour. Heavy Armour acts to reduce damage that is inflicted on the character see Chapter 3: Game Mechanics for how damage works.
If a character has Heavy Armour, he or she is assumed to have an obviously armoured body: scales, metal, plastic, etc. Heavy Armour normally reduces the damage of an attack by 10 points per Level. Point cost reductions apply to the total cost of Heavy Armour, not the cost per Level.
It provides doubled protection against that attack form only, and no protection against other forms. A character can acquire both optimized armour and ordinary armour.
The minimum point cost of Heavy Armour, regardless of options, is 1 point. A character can combine Light and Heavy Armour to produce intermediate values. All damage reduced by 20 points 8 points if Hidden. All damage reduced by 30 points 12 points if Hidden. All damage reduced by 40 points 16 points if Hidden. All damage reduced by 50 points 20 points if Hidden. All damage reduced by 60 points 24 points if Hidden. Human-animal hybrids, like cat or fox-people, as well as normal or talking animals, are especially likely to possess Heightened Senses.
Androids or cyborgs might possess technologically augmented senses like bionic eyes or ears. Each Level of Heightened Senses gives the character one Heightened Sense, which should be noted in parentheses. A character may also opt to take the same sense twice, doubling the effect. A character using a Heightened Sense has a -4 bonus -8 if the sense was heightened twice on Stat checks that relate to using that sense to perceive things that someone with human-level senses might conceivably notice.
The Heightened Sense also grants perceptions beyond ordinary human capabilities. These might include tracking by scent using Heightened Smell, hearing subsonic or ultrasonic sounds using Heightened Hearing, recognizing a face by touch using Heightened Touch, etc. Performing such an extraordinary feat using Heightened Senses may or may not require a Stat check; if the GM decides that it does, the character gets no bonus but no penalty either if the Sense was heightened once or a -4 bonus if doubly heightened.
The character has two Heightened Senses. The character has three Heightened Senses. The character has four Heightened Senses. The character has five Heightened Senses. The character has six Heightened Senses. He or she is usually very alert and receives a bonus on Stat checks relevant to noticing otherwise hidden things, such as concealed objects or ambushes. The bonuses of Heightened Awareness are cumulative with those of Heightened Senses page Acquiring several Levels of the Highly Skilled Attribute is the ideal method for creating a versatile character.
The character gains an additional 20 Skill Points. The character gains an additional 30 Skill Points. The character gains an additional 40 Skill Points. The character gains an additional 50 Skill Points.
The character gains an additional 60 Skill Points. An illusion appears to be real to an observer, but is not really there; it has no solid substance at all. Anime characters that can create illusions are normally sorcerers, demons, or people with psionic abilities, although this could also represent advanced holographic projections.
An illusion may be of a particular object or entity or of a complete scene such as a furnished room or crowd. It may also be thrown over an existing person, scene, or object to make it appear different than it really is. An illusion that is untended is normally static, either remaining in one place or if thrown over something moving as the underlying object or entity moves.
To give an illusion the semblance of independent activity such as an illusionary person or crowd that moves and speaks the character must actively concentrate on manipulating the illusion, doing nothing else. No matter how realistic, however, an illusion can never cause physical sensations intense enough to inflict pain or damage. An illusionary fire may feel hot, but it will not burn. A character can normally maintain only a single illusion at a time. To be able to maintain multiple illusions at once costs the character an extra 1 point for every distinct illusion the character can sustain simultaneously after the first.
The GM can assume that a group of objects or entities in close proximity, such as a furnished room, a swarm of insects, or a horde of charging warriors, counts as a single illusion rather than several.
If a character is already sustaining his or her maximum number of illusions and wishes to create another one, an existing illusion must first be dispelled. In order for the character to create a convincing illusion of something complex, the GM may require a Mind Stat check. Can create medium illusions, large enough for an entire room, or a large object like a car or elephant.
Can create large illusions that can cover a house-sized area. Can create very large illusions that can cover an entire neighbourhood or a few hundred square metres. Can create huge illusions that cover a village-sized area. Can create great illusions that can cover a town-sized area. He or she may have a liquid form, gaseous form, or incorporeal form. Insubstantial anime characters are usually spirits, elementals, or monsters.
Normally, Insubstantiality only affects the character, but it can be specified as affecting other willing targets instead. The character is material but not solid and can flow through cracks under doors, through pipes, etc. He or she cannot pick up solid objects, and can only exert the pushing force of a gentle wave. Most physical attacks inflict one-half normal damage to the character rounded down , but Area Effect and Spreading attacks inflict full damage.
The character moves at normal speed over ground and can also move through liquid at the same speed if he or she has Water Speed then higher speeds are possible. When moving through liquid, the character may be slowed down or sped up by currents. The character cannot pick up solid objects and can only exert the pushing force of a gentle wind. Most physical attacks inflict one-fifth normal damage to the character rounded down , but Area Effect attacks inflict full damage, while Spreading attacks inflict half damage.
The character can move at normal speed through air and may hover or even fly at the same speed he or she can move over ground; if the character has Flight, he or she may move at normal flying speed. A character in gaseous form is subject to strong winds and may be blown about by a breeze. Gaseous form can also represent a character composed of fire: to do so, take Insubstantial Gaseous Form and then acquire Weapon Attack page 81 with the Aura Ability page 84 plus the Bane Defect Water page The GM may also give the character a -1 bonus for every Level he or she has in excess of the minimum Level needed to create an illusion.
For example, if a character with Illusion Level 5 decides to create a merely man-sized Illusion which needs only Level 1 , a -4 bonus applies. Whether or not an observer recognizes an illusion for what it is depends on the circumstances and should be adjudicated by the GM.
For example, if a character creates a visual-only illusion of a tiger, it may easily fool everyone if it is a few hundred metres away, but if it comes close to the characters, the fact that it is not making any sounds will usually be fairly obvious.
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