Post by Sophia Torres on Oct 17, 2014 19:58:06 GMT -5
Starting Out
We will be following BESM 2nd Edition for the most part, except where it comes to senshi/knight, covenant, and neutral attributes and defects, which can be found in the BESM Sailor Moon RPG. If you have trouble finding or understanding any of these, don’t worry. The staff is friendly and willing to help you out.
Starting sailor senshi and guardians knights will get:
Starting guardian Animals will get:
Shitennou zodiac canons get more power to accommodate for their fewer numbers. They start at level 3.
Non-Shitennou zodiac canons get more power to accommodate for their fewer numbers, but are less powerful than their shitennou counterparts. They start at level 2.
Non zodiac covenant members start at level 1.
All starting civilians get:
Defects
You can add defects to increase the number of character points but these cannot be used on the attribute senshi/knight powers or negaverse/dark powers. Being a senshi or knight will give some automatic defects, which must be selected. Knights will take the senshi flaws rather than the ones listed in BESM Sailor Moon RPG. These do not give character points back, but are “free”. These automatic flaws can be found in BESM Sailor Moon RPG. They include.
Being a Covenant member, Zodiac or not, will give you the automatic defect Skeleton in the Closet at level 2 (BESM 2nd Edition). Being an animal guardian, will give you the automatic defect Servitude at level 1 (BESM Sailor Moon RPG) and Attack Restriction at level 1 (BESM Sailor Moon RPG).
Skills
For skills, use the skills specified in BESM 2nd Edition. Please use the costs associated with the occult horror setting.
New Attributes
Remember Past Site Events
Cost: 1 point/level
Stat: None
Restriction: Must have existed prior to reboot
Level 1: You have a few unclear images related to the past site
Level 2: You remember a few details about emotionally charged events on the past site
Level 3: You remember your friends from the past site.
Level 4: You have a quarter of your memories from the past site
Level 5: You have about half your memories from the past site
Level 6: You completely remember everything from the past site
Human Form
Cost: 1 point/level
Stat: None
Restriction: Guardian Animals
Level 1: You have a human form which you can turn into for a round, once a day.
Level 2: You have a human form which you can turn into for multiple rounds, once a day.
Level 3: You have a human form which you can turn into for multiple rounds, twice a day.
Level 4: You have a human form which you can turn into for a scene, twice a day.
Level 5: You have a human form which you can turn into for a scene, three times a day.
Level 6: You can switch between human and animal forms at will.
Attribute: Technomancy
Stat: Mind
Cost: 5 points/level
Type: Paranormal
Use of this ability requires a computer or electronics skill check (depending on the machine type). Modifiers might be imposed depending on the state of the machine.
Level 1: The character can analyze the machine and gain information concerning specifications, what programs it posses, what programs are active, and how it operates. +1 to computer/electronics skill.
Level 2: The character can destroy software, hardware, or files easily. The character can analyze the machine and gain information concerning specifications, what programs it posses, what programs are active, and how it operates. +1 to computer/electronics skill.
Level 3: The character can modify software and programs to work as they wish. The character can destroy software, hardware, or files easily. The character can analyze the machine and gain information concerning specifications, what programs it posses, what programs are active, and how it operates. +2 to computer/electronics skill.
Level 4: The character can encrypt or decrypt data. The character can modify software and programs to work as they wish. The character can destroy software, hardware, or files easily. The character can analyze the machine and gain information concerning specifications, what programs it posses, what programs are active, and how it operates. +2 to computer/electronics skill.
Level 5: The character can remotely access any machine in his or her line of sight. The character can encrypt or decrypt data. The character can modify software and programs to work as they wish. The character can destroy software, hardware, or files easily. The character can analyze the machine and gain information concerning specifications, what programs it posses, what programs are active, and how it operates. +3 to computer/electronics skill.
Level 6: The character essentially has astral body 6 to travel global telecommunications networks. The character can remotely access any machine in his or her line of sight. The character can encrypt or decrypt data. The character can modify software and programs to work as they wish. The character can destroy software, hardware, or files easily. The character can analyze the machine and gain information concerning specifications, what programs it posses, what programs are active, and how it operates. +3 to computer/electronics skill.
Stealth can be purchased to work against Sixth Sense specifically. We call this Stealth (Sixth Sense), it works the similar as regular Stealth (BESM 2nd Edition) but only works against those using Sixth Sense (BESM 2nd Edition) as a means of detection. It is 1 point/level.
Restricted Attributes
Banned Attributes:
Changed Attributes:
We will be following BESM 2nd Edition for the most part, except where it comes to senshi/knight, covenant, and neutral attributes and defects, which can be found in the BESM Sailor Moon RPG. If you have trouble finding or understanding any of these, don’t worry. The staff is friendly and willing to help you out.
Starting sailor senshi and guardians knights will get:
- 12 points to allocate between stats
- 1 level of senshi/knight powers, which will bestow 10 power points can be used on senshi/knight powers or paranormal powers (NOTE: Things bought here will only be accessible when transformed)
- 10 character points to be spent on attributes outside of senshi/knight powers
- Dimensional Portal (BESM 2nd Edition) at level 3 usable only for items.
- 20 skill points
Starting guardian Animals will get:
- 12 points to allocate between stats
- 1 level of senshi/knight powers, which will bestow 10 power points can be used on senshi/knight powers or paranormal powers (NOTE: These cannot be used to purchase attacks cannot take Emotional or Elemental Control)
- 10 character points to be spent on attributes outside of senshi/knight powers
- Reincarnation (level 4)
- Sixth sense (level 2) - sense senshi energies and chaos taint
- Dimensional Portal (BESM 2nd Edition) at level 3 usable only for items.
- 20 skill points
Shitennou zodiac canons get more power to accommodate for their fewer numbers. They start at level 3.
- 18 points to allocate between stats
- 3 levels of negaverse/dark powers, which bestow 60 power points be used on negaverse/dark powers, racial, or paranormal powers
- 14 character points to be spent on attributes outside of negaverse/dark powers
- Dimensional Portal (BESM 2nd Edition) at level 3 usable only for items.
- 30 skill points
Non-Shitennou zodiac canons get more power to accommodate for their fewer numbers, but are less powerful than their shitennou counterparts. They start at level 2.
- 15 points to allocate between stats
- 2 levels of negaverse/dark powers, which bestow 40 power points
can be used on negaverse/dark powers racial,, or paranormal powers - 12 character points to be spent on attributes outside of negaverse/dark powers
- Dimensional Portal (BESM 2nd Edition) at level 3 usable only for items.
- 25 skill points
Non zodiac covenant members start at level 1.
- 12 points to allocate between stats
- 1 level of negaverse/dark powers, which bestow 20 power points can be used on negaverse/dark powers, racial, or paranormal powers
- 10 character points to be spent on attributes outside of negaverse/dark powers or paranormal powers
- Dimensional Portal (BESM 2nd Edition) at level 3 usable only for items.
- 20 skill points
All starting civilians get:
- 12 points to allocate between stats
- 15 character points to be spent on neutral, universal, technological, or paranormal attributes
- 25 skill points
Defects
You can add defects to increase the number of character points but these cannot be used on the attribute senshi/knight powers or negaverse/dark powers. Being a senshi or knight will give some automatic defects, which must be selected. Knights will take the senshi flaws rather than the ones listed in BESM Sailor Moon RPG. These do not give character points back, but are “free”. These automatic flaws can be found in BESM Sailor Moon RPG. They include.
- Attack Gesture (level 2)
- Attack Restriction (level 1)
- Attack Words (level 2)
- Item Dependency (level 1)
- Powered After Transformation (level 2)
- Transformation Loss (level 1)
Being a Covenant member, Zodiac or not, will give you the automatic defect Skeleton in the Closet at level 2 (BESM 2nd Edition). Being an animal guardian, will give you the automatic defect Servitude at level 1 (BESM Sailor Moon RPG) and Attack Restriction at level 1 (BESM Sailor Moon RPG).
Skills
For skills, use the skills specified in BESM 2nd Edition. Please use the costs associated with the occult horror setting.
New Attributes
Remember Past Site Events
Cost: 1 point/level
Stat: None
Restriction: Must have existed prior to reboot
Level 1: You have a few unclear images related to the past site
Level 2: You remember a few details about emotionally charged events on the past site
Level 3: You remember your friends from the past site.
Level 4: You have a quarter of your memories from the past site
Level 5: You have about half your memories from the past site
Level 6: You completely remember everything from the past site
Human Form
Cost: 1 point/level
Stat: None
Restriction: Guardian Animals
Level 1: You have a human form which you can turn into for a round, once a day.
Level 2: You have a human form which you can turn into for multiple rounds, once a day.
Level 3: You have a human form which you can turn into for multiple rounds, twice a day.
Level 4: You have a human form which you can turn into for a scene, twice a day.
Level 5: You have a human form which you can turn into for a scene, three times a day.
Level 6: You can switch between human and animal forms at will.
Attribute: Technomancy
Stat: Mind
Cost: 5 points/level
Type: Paranormal
Use of this ability requires a computer or electronics skill check (depending on the machine type). Modifiers might be imposed depending on the state of the machine.
Level 1: The character can analyze the machine and gain information concerning specifications, what programs it posses, what programs are active, and how it operates. +1 to computer/electronics skill.
Level 2: The character can destroy software, hardware, or files easily. The character can analyze the machine and gain information concerning specifications, what programs it posses, what programs are active, and how it operates. +1 to computer/electronics skill.
Level 3: The character can modify software and programs to work as they wish. The character can destroy software, hardware, or files easily. The character can analyze the machine and gain information concerning specifications, what programs it posses, what programs are active, and how it operates. +2 to computer/electronics skill.
Level 4: The character can encrypt or decrypt data. The character can modify software and programs to work as they wish. The character can destroy software, hardware, or files easily. The character can analyze the machine and gain information concerning specifications, what programs it posses, what programs are active, and how it operates. +2 to computer/electronics skill.
Level 5: The character can remotely access any machine in his or her line of sight. The character can encrypt or decrypt data. The character can modify software and programs to work as they wish. The character can destroy software, hardware, or files easily. The character can analyze the machine and gain information concerning specifications, what programs it posses, what programs are active, and how it operates. +3 to computer/electronics skill.
Level 6: The character essentially has astral body 6 to travel global telecommunications networks. The character can remotely access any machine in his or her line of sight. The character can encrypt or decrypt data. The character can modify software and programs to work as they wish. The character can destroy software, hardware, or files easily. The character can analyze the machine and gain information concerning specifications, what programs it posses, what programs are active, and how it operates. +3 to computer/electronics skill.
Stealth can be purchased to work against Sixth Sense specifically. We call this Stealth (Sixth Sense), it works the similar as regular Stealth (BESM 2nd Edition) but only works against those using Sixth Sense (BESM 2nd Edition) as a means of detection. It is 1 point/level.
Restricted Attributes
- Contamination (BESM 2nd Edition) - This can be used only by Covenant members to spread chaos taint. It has been increased to a cost of 3 points/level
- Any attack power - Cannot be taken by guardian animals
- Emotional Control (BESM Sailor Moon RPG) - This cannot be taken by guardian animals.
- Elemental Control (BESM Sailor Moon RPG) - This cannot be taken by guardian animals.
- Reincarnation (BESM 2nd Edition) is for guardian animals only. They get level 4 for free.
Banned Attributes:
- Acrobatics (BESM Sailor Moon RPG)
- Aura of Command (BESM 2nd Edition)
- Dimensional Portal (BESM 2nd Edition). Senshi, knights, animal guardians , and Covenant get one at level 3, usable only for items.
- Environmental Control from BESM 2nd Edition (but you can use the one in BESM Sailor Moon RPG)
- Animal Guardian (BESM Sailor Moon RPG)
- Dynamic Sorcery (BESM 2nd Edition)
- Extra Attacks (BESM 2nd Edition AND BESM Sailor Moon RPG)
- Mind Control (BESM 2nd Edition AND BESM Sailor Moon RPG)
Changed Attributes:
- Art of Distraction will function as specified in BESM Sailor Moon RPG
- Contamination has been increased to a cost of 3 points/level
- Knight Attacks (BESM Sailor Moon RPG) will function like Sailor senshi attacks
- Negaverse magics (BESM Sailor Moon RPG) requires defining spells when bought. These cannot be attacks.
- Teleportation and Telekinesis (BESM 2nd Edition) count as paranormal type abilities only.
- You cannot purchase the attribute “Senshi/knight powers” (BESM Sailor Moon RPG). You get them for free as you level. You can buy Heightened Senshi Power though.
- You cannot purchase the attribute “Negaverse/dark powers” (BESM Sailor Moon RPG). You get them for free as you level. You can buy Heightened Negaverse Power though.
- For sixth sense (BESM 2nd Edition), you can detect evil turns into detect chaos taint, and detect virtue turns into detect senshi energy
- Chaos Taint doesn’t equal Zodiac or even Covenant. People can become corrupted without joining the Covenant
- Detect senshi energy can be used to detect sailor senshi, guardian knights, or guardian animals. However, this only works prior to awakening or when they are transformed. Guardian animals can always be tracked.
- Highly Skilled costs 2 points/level
- In order for one to take Mind Control (BESM 2nd Edition), you must possess Universal Breadth Telepathy (BESM 2nd Edition) of a Level equal to the Level of Mind Control you wish to take.
- Flight and Ground speed as written (BESM 2nd Edition) only determines the speed of mechanical transport objects, such as cars, planes, mecha, etc
- For characters, flight can be chosen. It is 4 points/level, and there is only 1 level. It allows characters to fly their speed.
- For Features and Accessories (BESM 2nd Edition), all characters are assumed to have a cell phone and laptop
- Diminutive (BESM 2nd Edition) reduces health to 50% at -3 BP and then 25% at -6 BP.
- Sailor Senshi Attacks (and due to other changes listed, Knight Attacks as well) in BESM Sailor Moon RPG can be altered with Special Attack customizations listed in BESM 2nd Edition. Adding effects reduce the amount of damage by 10. Adding disabilities increase the damage by 10.
- Sailor Senshi Attacks and Negaverse attacks can not exceed character level + 1.
- The number of items of power that a character has can not exceed character level/2 (round down). However, level 1 characters are allowed 1 item of power.
- You are not allowed to take more than one drain attribute on a single attack.
- You can not buy Knight Armor using Item of Power (BESM Sailor Moon RPG). Please buy either Light or Heavy Armor in BESM 2nd Edition.
- Heightened Senshi/Knight Powers are capped at level 6. Same goes with Heightened Negaverse powers.
- Linked Attribute (Teleport) can only move someone vertically up to 5 meters for the first 3 levels of teleport, and up to 10 meters for the last three levels.
- Teleporting out of an attack with the tangle ability requires a mind stat check. Failed mind stat checks allows the GM to decide where you are placed.
- Emotional, elemental, and environmental control now require the average of mind and soul stat check. Emotional control can be resisted by a soul stat check modified by mind shield. If you are performing these attributes at a lower level than what you have, you gain a -1 bonus for each level you possess higher than the level of the performed action. (Example, using level 2 emotional control when you have four levels, gives you a -2 bonus to the check).