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From it's conception NEOTokyo was going to be a world where one could RP freeform and battle with a CE to make things both fair and challenging. After a few trial and error attempts there is finally a system that may be permanently implimented into the MU*.
Big Eyes, Small Mouth ( or BESM from here on in ) is a multi-genre RPG inspired by the japanese artstyle of manga and anime. It emphasizes role-playing rather then actual charts and the character generation ( chargen ) takes little more then 10 minutes. It still manages to be extensive enough to offer characters magic, mech, psionics, heightened abilities, unique artifacts, and anything else you can imagine.
Listed here will be NEOTokyo's version of the game with rules and setup tweaked slightly to adapt to the environment of NT.
For more info on the actual BESM game and all other related books check out The Guardian's of Order webpage.
| 1. Basics for Chargen | 2. CharacterOutline | 3. Stats | 4. Attributes |
When creating your character sheet you will probably have to reapply several times before your sheet is finally accepted. If you work on your sheet hand in hand with an appointed wiz at the MUCK, your chances of having an acceptible sheet may increas. (MAY, no guarantees!) When looking at your sheet the wizzes will look for several things. 1. Whether you are an estabilshed, canon character from a series or an original character ( OC). 2. How many points it took you to build your sheet, and 3. A background written up for your character if it's an OC or a write-up by canon characters on any new powers they may have recieved during their time on the MU*. Back to top
In order to run through the process as quickly as possible it is suggested
that you have a BASIC character outline created for both your benifit and
the benifit of the wiz helping you, whether you're an OC or not. Having
an outline will enable you to know exactly what you want from the character
in terms of abilities and weaknesses.
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Player 1 wants to create a character named Hitomi as
a bubble-headed super-hero with a rough-and-tumble exterior and a very
soft, emotional interior with an empathy and deep protective instincts
for children.
Hitomi Ó Y2K Kawaiian
Productions
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There are three primary stats that all skills and attributes are based off of, mind, body, and soul.
MIND- This stat represents the psyche and the ability to comprehend complex ideas. It mainly affects intelligence, wit and the ability to grasp concepts quickly.
BODY- This is the physical aspect of your character. It affects overall health, strength, endurance, speed, rate of healing, manual dexterity, and ability to withstand physical trauma.
SOUL- This stat represents the essence of the inner-self and one's willpower. This is the stat used to govern ones balance with nature and the ability to focus life-force and other natural energies. It also affects one's luck.
The BESM rules say to roll 2D6 ( 2 6-sided dice )and add 10 to get the number of points you can disperse among the three stats. At the moment NEOToky's rules might be a TAD different, giving you only 14 points to start out with. Consult a wiz before creating your stats. Also note that NO stat can go above 12.
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Player 1 rolls a 9 ( a 6 and 3 on two 6-sided dice ) and adds 10,
giving Hitomi
19 points to spend between the three stats. Hitomi's super ability
is super strength and
speed, meaning the Body stat is what she will more then likely favor
the most.
So she will distribute her stats as Mind-6 Body-9 Soul-4.
Your characters basic skills and knowledge is determined during this step. Talk with a wiz to find out how many Character Points ( CP ) you are allowed to spend on your attributes.
Character Attributes each have a level of 1 through 5. Just because
you do not have an attribute does not mean you lack the skill. It may simply
mean that you are average with the skill if not less than. Also remember
to refer to your character's outline on occasion in order to keep your
attributes focused and on track.
Acrobatics: ( 1 CP/level )
Gives the character the ability to perform a wide array of gymnastic
feats including flips, jumps, bends and contortions. *note: It would be
cheaper on you if you buy acrobatics as a skill and use the CP you would
have used here to buy Highly Skilled
Relevant stat: Body
| Level 1 | Knows a wide range of basic acrobatic moves |
| Level 2 | Skilled. Twice as talented as the previous level. |
| Level 3 | Very skilled. Twice as talented as the previous level. |
| Level 4 | World-Class skill. Twice as talented as the previous level. +1 Defense Combat Value |
| Level 5 | Unparalleled skill. Twice as talented as the previous level. +1 Defense Combat Value |
Appearance: ( 1 CP/level )
Reflects the physical attractiveness and prowess of your character.
A character lacking points in this attribute is considered average in appearance.
One that has levels 4 and 5 of this attribute increase their Art of Distraction
attribute by 1 or 2 points but only when the character is visible to his
or her audience. Relevant stat: Body
| Level 1 | Moderately attractive |
| Level 2 | Quite attractive |
| Level 3 | Very attractive |
| Level 4 | Extremely attractive. +1 Art of Distraction Attribute |
| Level 5 | Legendary beauty. +2 Art of Distraction Attribute. |
Art of Distraction: ( 1 CP/level )
This allows a character to distract a number of people or animals at
a critical moment provided he or she has a way of communicating with them.
( eg. talking, hand signals, etc. )
Relevant stat: Soul
| Level 1 | Can distract 1 person or animal |
| Level 2 | Can distract up to 2 people or animals |
| Level 3 | Can distract a small crowd (1-10 people or animals) |
| Level 4 | Can distract a medium crowd (11-50 people or animals) |
| Level 5 | Can distract a large crowd (50+ people or animals) |
Combat Mastery: ( 2 CP/level )
This reflects the character's intimate knowledge of a wide range of
offensive and defensive combat techniques, covering all aspects of armed
and unarmed encounters ( including ranged weapons ).
Relevant Stat: None
| Level 1 | +1 Combat value |
| Level 2 | +2 Combat value |
| Level 3 | +3 Combat value |
| Level 4 | +4 Combat value |
| Level 5 | +5 Combat value |
Cybernetic body: ( 3CP/level )
It is possible for a character to have partial or total replacement
of body parts with cybernetic equivalents. The prosthetics usually function
better than the original flesh-and-bone counterparts, but may have undesireable
side-effects ( such as daily recharging and HIGH priced maintenance. ).
The wizzes may also assign armor levels to the cybernetics.
Relevant stat: Body
| Level 1 | Cybernetic part offers a small advantage to the character |
| Level 2 | Cybernetic part offers a moderate advantage to the character |
| Level 3 | Cybernetic part offers a good advantage to the character |
| Level 4 | Cybernetic part offers a great advantage to the character |
| Level 5 | Cybernetic part offers an extreme advantage to the character |
Damned Healthy! ( 1 CP/level )
This attribute increases HP to the character, allowing him or her to
withstand more damage in combat. This along with the body stat also reflects
a character's resistance to sickness, disease, and other physical ailments.
Relevant stat: None
| Level 1 | +10 HP |
| Level 2 | +20 HP |
| Level 3 | +30 HP |
| Level 4 | +40 HP |
| Level 5 | +50 HP |
Divine Relationship (1 CP/level )
A character with this attribute has powerful forces acting as his or
her guardian, which can beneficially influence the outcome of important
events. This relationsihp is represented through re-rolling of undesireable
dice rolls.
Relevant Stat: None
| Level 1 | May re-roll 1 dice each RP session |
| Level 2 | May re-roll 2 dice each RP session |
| Level 3 | May re-roll 3 dice each RP session |
| Level 4 | May re-roll 4 dice each RP session |
| Level 5 | May re-roll 5 dice each RP session |
Energy Bonus ( 1 CP/level )
This increases the Energy points of your character, allowing them to
draw upon a greater pool of energy reserves in times of need.
Relevant stat: None
| Level 1 | +10 EP |
| Level 2 | +20 EP |
| Level 3 | +30 EP |
| Level 4 | +40 EP |
| Level 5 | +50 EP |
Extra Attacks ( 4 CP/level )
This reflects the character's ability to use every combat situation
to his or her advantage, gaining additional attacks and defenses per round
provided the attacks/defenses are similar in nature. ( eg. all hand to
hand, all ranged, etc.) Also, unless the two or more opponents are close
together, the unarmed hand-to-hand attacks must target the same person.
The attacks are usually carried out at the same time.
Relevant Stat: None
| Level 1 | +1 attack/defense a round |
| Level 2 | +2 attack/defense a round |
| Level 3 | +3 attack/defense a round |
| Level 4 | +4 attack/defense a round |
| Level 5 | +5 attack/defense a round |
Flunkies ( 1 CP/level )
lunkies can give a character the ultimate ego trip, they hang around
the character doing whatever he or she wants and never asks for anything
for return. They can provide the character free time, can keep the character
from danger, or simply make the character's life easier. Flunkies aim to
please, even at their own expense.
Relevant Stat: Soul
| Level 1 | 1 flunky with limited abilities |
| Level 2 | 2 or 3 flunkies with limited abilities |
| Level 3 | 2 or 3 flunkies with a number of abilities |
| Level 4 | 4 to 6 flunkies with a number of abilities |
| Level 5 | More than 6 flunkies with diverse abilities |
Focused Combat ( 1 CP/level )
This is similar to Combat mastery but reffers to only one specific
form of combaat. This can include one type of weapon, one martial art or
one combat condition. ( underwater, free-fall, darkness, etc ) *note: It
is suggested that you save the points you would have used on Focused combat
and buy a few levels in highly skilled in order to buy a specific combat
skill in the SKILLS section.
Relevant Stat: None
Attributes list
Fortified Body ( 1 CP/level )
Characters with this attribute recieves a bonus to the Body stat. The
increase cannot raise the stat above 12.
Relevant Stat: None
| Level 1 | +1 Body stat |
| Level 2 | +2 Body stat |
| Level 3 | +3 Body stat |
| Level 4 | +4 Body stat |
| Level 5 | +5 Body stat |
Gun Bunny ( 1 CP/level )
The gun bunny attribute allows the character to perform over-the-top
feats involving firearms. The attribute is not limited to female characters,
males can be gun bunnes as well. Each level gives the chracter 1 gun bunny
ability.
Relevant Stat: n/a
Gun bunny abilities:
Dead eye- The dice roll penalties that the chracter suffers is greatly reduced when firing at pin-point targets such as weak points, vital spots, or when shooting at longer-than-usual ranges. This ability is good for snipers and assassins.
Lightning Draw- The character can draw a gun from a holster and fire in the same round with no penalty. A character will otherwise take a round to ready his or her weapon.
One Bullet Left- The character will always have a single bullet in their gun, even after an extended fire fight.
Portable Armoury- The character will always have easy access to any weapon required for a particular task, including illegal weapons and accessories not available to the general public. The actual weapons and accessories still need to be aquired via the personal Gear attribute but, remarkably, the character can access them whenever needed instead of returning to where they are normally stored. They may also make field modifications to weapons as needed at any time instead of bringing them to a workshop or gun store.
Steady Hand- This is the ability to use gun combat or heavy weaponry eith ease while the character is on a moving vehicle or otherwise engaged in complex stunts. This greatly reduces the penalties a character normally suffers when firing from a moving vehicle. The penalty for shooting while moving is halved.
Two Gun- The character can effectively fire with two pistols ( or any other gun that can be used one-handed ) at once and the same or different targets, suffering half the penalty for attacking with two weapons.
Weapons Encyclopedia- the ability to recall the vital statistics and
important quirks of practically all known firearms.
Attributes list
Heightened Senses ( 1CP/level )
A character with heightened senses will have acute perceptions of taste,
touch, sight, smell, and hearing compared to those of an average human
adult. Players looking for information about the 'sixth sense' should see
the Psionics Attribute. A character may possess only ONE Heightened Sense
at a reatly increased level of perception; as shown in brackets below
Relevant Stat: Body
| Level 1 | Slight heightening os all senses ( or twice as sharp ) |
| Level 2 | All senses twice as sharp (or 4 times as sharp ) |
| Level 3 | All senses 3 times as sharp (or 6 times as sharp) |
| Level 4 | All sense 4 times as sharp ( or 8 times as sharp ) |
| Level 5 | All senses 5 times as sharp ( or 10 times as sharp ) |
Highly skilled ( 1 CP/level )
A person with this attribute is better trained/more experienced than
an ordinary person and as a result has more skill points.
| Level 1 | +10 SP |
| Level 2 | +20 SP |
| Level 3 | +30 SP |
| Level 4 | +40 SP |
| Level 5 | +50 SP |
Item of power ( 3 CP/level )
This attribute describes any item that either directly enhances a character
in some way, or one that serves as a tool or weapon. The weapon may increase
the amount of damage delivered upon a succeful attack or may increase the
character's attack value. Additionally, the item may require an energy
source to function, If the source energy is the character's energy points
( usually draining 1-10 energy points each use ) then the total character
point cost spent on this attribute may be reduced by 1 to 3 points at the
wizzes discretion. Examples of items of power: Sword that can cut through
anything, item that mimics a magic effect, bullet proof jacket, family
heirloom of legendary power,etc.
Relevant Stat: None
| Level 1 | Item offers small advantage to the character |
| Level 2 | Item offers moderate advantage to the charater |
| Level 3 | Item offers good advantage to the character |
| Level 4 | Item offers great advantage to the character |
| Level 5 | An extremely powerful item that offers the characer a HUGE advantage |
Magic ( 4 CP/leve l)
Magic is the study of the Arcane Arts using the mystical forces of
Nature to alter reality. This is a very open-ended attribute and should
be discussed with the GM at length to determine the effects and limitations
of Magic in his or her game adventure. Proper use of Magic will not unbalance
the game but can provide role-playing oppritunities through it's innovative
use.
A Character with the Magic Attribute has the potential to cast spells
from a vast variety of magical disciplines. However, limiting the character's
knowledge of Magic to just one Discipline reduces the attribute cost to
only 2 CP per level. Such specilizations can include protection spells,
spells involving animal spirits, etc.
Casting a spell requires the Magic to draw upon the power of his or
her soul to reach a new balance with nature. This link with the mystical
world allows reality to be altered to accomodate the existance of the spell.
Such spell creation is quite exhausting however, drawing on the character's
Energy Points at the reat of 3 points per level of the spell. ( whether
the casting was a success or failure. ) Should the spell effects target
more than one person or object, the casting drains another 3-6 points from
the character ( At the GM's discretion ). The GM will decide the attribute
level needed to cast a particular spell.
Magical spell use is classified as either contested ( directle affects
another character or NPC ) or uncontested ( does not directly affect another
character or NPC ). Uncontested spells do not usually require a stat check
roll unless the GM deens the casting conditions to be difficult ( eg. Casting
a spell during combat, while underwater, cating an unfamiliar spell, etc.
) Contested spells do require a dice roll, but the type of roll depends
on the purpous of the spell being cast. For offensive or defensive combat
spells such as lightning bolts or forcefields, a normal attack or defense
combat roll is required. for contested non-combat spelld ( eg. making a
cat's fur fall out, casting an illusion to fool a security guard, etc.
) the player must roll a successful Soul stat check.
The following descriptions serve only as guideleines. Creativity is
encouraged when using the magic attribute. And a magic suppliment can be
found to help round out spells much in the same way the BRCS ( Big Robots,
Cool Starships ) book helps to round out a mecha. www.bears-cave.com/besm/index.html
Relevant Stat: Soul
| Level 1 | Can cast short-duration spells of no real power ( eg. make noises, tie knotes, make a gentl breeze, etc. ) |
| Level 2 | Can cast medium-duration spells of no real power ( eg. light, protection from elements, climb walls, etc. ) |
| Level 3 | Can cast short-term spells of some power ( eg. lightning from fingers, X-ray vision, levitate, etc. ) |
| Level 4 | Can cast medium-duration spells of some power ( eg. flight, wards of protection, limited invisibility, etc. ) |
| Level 5 | Can cast spells of great power and of nearly any duration ( eg. summon spirits, create matter, teleportation, weather control, etc. ) |
Massive Damage ( 2 CP/level )
A character with this attribure knows precisely where how and where
to hit any opponent in order to inflict incredible amounts of damage. This
knowledge can be applied to any form of physical combat, including armed,
unarmed, martial arts, and ranged weapons. Naturally, the chratacter's
attack must be successful to inflict damage. Physical strength is not the
key to delivering massive damage- the ability to see the weakness in a
human, alien, or animal body is far more important.
The damage midifier only applies to attacks in which the character
has direct influence. For example, a character throwing a grenade is in
direct control of the attack, but the same character does not have influence
over a nuclear bomb on a 3-day timer.
Relevant stat: None
| Level 1 | +5 delivered damage in physical combat |
| Level 2 | +10 delivered damage in physical combat |
| Level 3 | +15 delivered damage in physical combat |
| Level 4 | +20 delievered damage in physical combat |
| Level 5 | +25 delivered damage in physical combat |
Own A Big Robot ( 6CP/level )
This gives an anime character total ownership of a mechanized robot.
The details of design, storage, maintenance costs and game impact of the
mech should be discussed with the GM. Piloting is usually done from the
cockpit via remote control. Note that the pilot of the mech may sustain
partial damage from an attack should the armor prove insufficient protection.
Relevant Stat: None
| Level 1 | Full suit of body armor. +1 AV, level 1 armor, low-power weapons |
| Level 2 | Small robot mech ( 20 feet tall ) +2 AV level 2 armor, medium powered weapons |
| Level 3 | Mid-sized robot ( 100 feet tall ) +3 AV level 3 armor, high powered weapons |
| Level 4 | Large robot ( 500 feet tall ) +4 AV level 4 armor, extremely powerful weapons |
| Level 5 | Huge robot ( 1000 feet tall ) +5 AV level 5 armor, primal damage weapons |
Powerful Mind (1 CP/level )
A character with a powerful mind recieves a bonus to the Mind stat.
The increase cannot raise the stat above 12.
Relevant Stat: None
| Level 1 | Mind stat increased by 1 |
| Level 2 | Mind stat increased by 2 |
| Level 3 | Mind stat increased by 3 |
| Level 4 | Mind stat increased by 4 |
| Level 5 | Mind stat increased by 5 |
Psionics (4 CP/level)
Psionics are paranormal psychic powers that are gained through the
heightened perceptions of the true nature of the mind. This is a very open-ended
attribute. A character with the psionics ability has the potential to use
psychic powers that stem from a diverse array of disciplines. However,
limiting the character's powers to just one discipline reduces the attribute
cost to only 2 CP a level. Such paranormal disciplines include telepathy
( mind reading ), empathy ( sensing emotions ), telekinesis ( moving objects
with the mind ), divination ( foretelling the future ), pyrokenisis ( heat
control ), clairaudience ( hearing through time/space ), clairavoyance
( seeing through time/space ), astral projection and many others.
The use of psionics can quickly drain the personal reserves of a character
but the energy point cost varied greatly due to the chaotic and unpredictible
nature of the paranormal.
Relevant Stat: Mind
| Level 1 | Little psionics control. Cannot initiate Mind combat. |
| Level 2 | Moderate control. Twice as talented as the previous level |
| Level 3 | Good control. Twice as talented as the previous level |
| Level 4 | Great control. Twice as talented as the previous level |
| Level 5 | Mastery. Twice as talented as the previous level |
Shape Change ( 2 CP/level )
Shape change allows one to alter one's form in a variety of shapes
at will. This does not confer the ability to change size and mass, however.
For example, a 200 pound character can only change his or her shape into
another 200 pound form, be it a cockroach, elephant or dinosaur. Changing
shape requires about 1 minute for easy or practiced changes and longer
for more difficult ones.
Relevant Stat: Body
| Level 1 | Can induce minor physical changes such as eye, skin, or hair color, as well as altering tiny body features |
| Level 2 | Can induce radical changes in body texture as well as limb and torso structure. |
| Level 3 | Can change into other living things but lacks the skill to use the physical body correctly. ( eg. Cannot fly if turned into a bird. ) |
| Level 4 | Gains any physical abilities a creature possesses if in that creture's form. |
| Level 5 | Can morph quickly into anything of comparable size at will, with full control over the form. |
Size change (1 CP/level)
This attribute reflects the character's ability to increase or decrease
their stature or mass. Changing size requires about 30 seconds per each
level listed ( eg. 2 minutes for a level 4 change ).
Relevant Stat: Body.
| Level 1 | 25% increase or decrease to 3/4 body mass |
| Level 2 | 50% increase or decrease to 1/2 body mass |
| Level 3 | 100% increase or decrease to 1/24 body mass |
| Level 4 | 200% increase or decrease to 1/10 body mass |
| Level 5 | 1000% increase or decrease to 1/100 body mass |
Special Attack ( 2 CP/level )
A special attack is one that is not accounted for under the combat
rules, including specific damage effects. ( eg. Energy point drain, weakness
detection, disease transfer, HP drain, paralysis touch, venom or poison
production, hypnosis, disintegration ray, any attack that mimics a magical
effect. )
Relevant Stat: None
| Level 1 | +1 CV plus a small special attack effect |
| Level 2 | +2 CV plus a moderate special attack effect |
| Level 3 | +3 CV plus a large special attack effect |
| Level 4 | +4 CV plus a major special attack effect |
| Level 5 | +5 CV plus a very powerful special attack effect |
Special Defense ( 2 CP/level )
A special defense is one that is not accounted for under the Combat
Rules, including total or partial immunity to one type of attack. ( eg.
Armored Skin, immunity to one attack, invulnerability, resistance to elements,
danger sense, mind block, any single magical defense, etc. )
Relevant Stat: None
| Level 1 | +1 DV plus a small special defense effect |
| Level 2 | +2 DV plus a moderate special defense effect |
| Level 3 | +3 DV plus a large special defense effect |
| Level 4 | +4 DV plus a major special defense effect |
| Level 5 | +5 DV plus an extremely powerful special defense effect |
Speed ( 1 CP/level )
Ths attribute dictates how quickly a chracter can potentially move
( swim, fly, run ) in comparison to an average human adult. A character
with speed at levels 1, 2, or 3 is slightly faster than a person with a
body stat of 10, 11, or 12 respectively. ( ie. Speed level 2 is slighty
faster than a body stat of 11 ) Starting at level 3, the character gains
an initiative bonus when engaged in physical combat; at level 4 the characters
CV is also increased.
Relevant Stat: Body
| Level 1 | One and a half times faster than an average human adult |
| Level 2 | Two times faster than an average human adult |
| Level 3 | Three times faster than an average human adult and +1 to initiative |
| Level 4 | Four times faster than an average human adult. +1 CV +2 initiative |
| Level 5 | Five times faster than an average human adult. +1 CV +3 initiative |
Strong Soul ( 1 CP/level )
A character with this attribute recieves a bonus to thier Soul stat.
The increase cannot raise the Soul stat over 12.
Relevant Stat: None
| Level 1 | +1 to Soul stat |
| Level 2 | +2 to Soul stat |
| Level 3 | +3 to Soul stat |
| Level 4 | +4 to Soul stat |
| Level 5 | +5 to Soul stat |
Unique Character Attribute ( 1-4 CP/level
)
Any Character Attributes not detailed above that a character might posess falls
into this catergory. Often a single point is enough to create an attribute that
will give the character 'flavor' but the more benificial to the character, the
more it would cost. Discuss the attribute with a wiz to determine cost and game
effects.
Relevant Stat: Varies
| Level 1 | Little character or game effect |
| Level 2 | Moderate character or game effect |
| Level 3 | Large character or game effect |
| Level 4 | Major character of game effect |
| Level 5 | Extreme character or game effect |