TEXT: Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Requires the use of 
  a Roleplaying Game Core Book 
  published by Wizards of the Coast, Inc.
  Take control
  of d20 System
  character creation!
  BESM d20 Revised provides you with 
  a point-based character creation mechanic 
  that gives players and GMs a method 
  to create exciting, dynamic, and balanced 
  d20 System characters for all styles 
  and genres of play. 
  You can use BESM d20 Revised by itself, 
  or plug it into your favourite d20 System game.
  It’s built for anime — but powerful enough 
  to handle anything.
  BESM d20 Revised includes new optional rules to
  further enhance your campaign as well as the
  expanded mecha creation rules from d20 Mecha.
  d20 Redefined.
  Taking characters to the next level.
  BESM d20 Deluxe Limited Edition
  2003 Origins Award Nominee for Best Graphic Design
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  © 2004 GUARDIANS OF ORDER, INC. All Rights Reserved.
  All images © 2004 of their respective copyright holders and used with permission.
  GUARDIANS OF ORDER, and BIG EYES, SMALL MOUTH are trademarks of GUARDIANS OF ORDER, INC.
  'D20 SYSTEM' and the 'D20 SYSTEM' logo are Trademarks owned by WIZARDS OF THE COAST and are used according to the terms of the D20 System License version 5.0. 
  A copy of this License can be found at www.wizards.com/d20.
  DUNGEONS & DRAGONS® and WIZARDS OF THE COAST® are Registered Trademarks of WIZARDS OF THE COAST, and are used with Permission.
  d20 Modern™ is a trademark of WIZARDS OF THE COAST, INC., a subsidiary of Hasbro, Inc., and is used with permission.
  First Printing — June 2004 Printed in Canada
  All right reserved under international law. No part of this book may be reproduced in part or in whole, in any form or by any means, 
  without permission from the publisher, except for Open Gaming Content and personal copies of the character sheet, or brief quotes for use in reviews.
  ISBN 1-894938-52-6 • Production Number 02-697
  GUARDIANS OF ORDER, INC. • P.O. Box 25016, 370 Stone Road, Guelph, Ontario, CANADA, N1G 4T4
  Phone: (519) 821-7174 • Fax: (519) 821-7635 • info@guardiansorder.com • http://www.guardiansorder.com
  WRITTEN BY
  Mark C. MacKinnon
  ADDITIONAL WRITING BY
  Matthew Keeley, Jeff Mackintosh, Alejandro Melchor, David L. Pulver, Jesse Scoble, and Ian Sturrock
  ART DIRECTION AND GRAPHIC PRODUCTION BY
  Jeff Mackintosh
  EDITING BY
  Jeff Mackintosh , Jesse Scoble
  COVER BY
  Niko Geyer
  INTERIOR ARTWORK BY
  Axel, Jason Chan, Lindsay Cibos, Niko Geyer, Jared Hodges, Ben Overmyer
  PLAYTESTERS
  Clark Barrett, Bryan Blalock, Kevin Brennan, John Clark, Leno Colluci, Rod Currie, Dan Davenport, Brian Dorion, Jim Eperson, John Fiala, Ryan Fisk, Ariana
  Fisch, Andrew Fix, Peter Flanagan, Brook Freeman, James Gardner, Viktor Haag, Darrell Hiebert, Richard Iorio II, Anthony Jackson, Alex Johnston, John Karakash,
  Tim Keating, Matthew Keeley, Tina Klien-Lebink, Eileen Krause, Johnathan Lang, Ian Lim, Charlie Luce, James Maliszewski, JM Mann, Joshua Marquart, John
  McMullen, Theodore Miller, Richard Miyares, James Nicoll, Ed Northcott, Bowden Palmer, Louis Pappamichiel, Anthony Ragan, Craig E. Ransom, Cynthia Reep,
  Patrick Riley, Bryan Rogers, Rowdy Scarlett, Sidhain, Tony Rainwater, Catherine Spainhour, Richard Spainhour, Mark Stansfield, Chris Steward, William H. Stoddard,
  Devinder Thiara, Rich Tomasso, Chad Underkoffler, Mary-Melissa Wilzewski 
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  3
  CHAPTER 1:
  TABLE OF CONTENTS
  TABLE OF CONTENTS
  4
  Chapter 1: Introduction
  4
  What is Anime?
  4
  Anime Origins
  4
  Anime Genres
  6
  What is a Role-Playing Game?
  6
  Playing BESM d20
  8
  Chapter 2: Character Creation
  8
  Character Creation Basics
  9
  Step 1: GM Discussion
  10
  Step 2: Character Outline
  11 Chapter 3: Abilities
  11
  Step 3: Generate Ability Scores
  13 Chapter 4: Races
  13
  Step 4: Select Race
  14 Chapter 5: Classes
  14
  Step 5: Select Class
  32
  Deconstruction of the d20 System Fantasy Classes
  33
  Examining d20 Modern Classes
  37 Chapter 6: Attributes
  37
  Step 6: Assign Attributes
  74 Chapter 7: Skills
  74
  Step 7: Select Skills
  81 Chapter 8: Feats
  81
  Step 8: Select Feats
  87 Chapter 9: Defects
  87
  Step 9: Select Defects
  96 Chapter 10: Finishing Touches
  96
  Step 10: Determine Calculated Values
  97
  Step 11: Earn Background Points
  98 Chapter 11: Equipment
  98
  Anime Toys
  98
  Weapons
  102 Vehicles
  106 Body Armour and Protective Devices
  108 Breaking Objects
  110 Chapter 12: Combat
  110 Combat Introduction
  111 Dice and Dice Rolls
  114 Combat
  114 Initiative
  115 Character Action
  120 Non-Combat Actions
  120 Defence
  121 Damage
  123 Mind Combat
  124 Recovery
  124 Using Attributes in Combat
  125 Character Advancement
  126 Chapter 13: Role-Playing
  126 Campaigns, Mini-Campaigns, and One-Shots
  126 Choice of Genre
  127 Creating a Game Setting
  130 World Building
  132 Designing Adventures
  138 Character Advancement
  138 Advice for the GM
  139 Advice for the Player
  140Appendix: Optional Rules
  140 Chases
  145 Damage Saves
  146 Fate Points
  147 School Campaigns
  148 Hit Locations
  148 Narrative Battles
  151 Epic Level Characters
  152 Making BESM d20 Classless
  153 Big Combats, Small Counters
  157 Bonus Material: Mecha Creation Rules
  161 Step 1: Choose Mecha Type
  161 Step 2: Choose Size
  161 Step 3: Choose Hit Points
  162 Step 4: Choose Occupants and Cargo
  162 Step 5: Choose Armour
  163 Step 6: Choose Defence
  163 Step 7: Choose Strength
  163 Step 8: Choose Speed
  165 Step 9: Choose Handling
  167 Step 10: Choose Special Abilities
  172 Step 11: Choose Exitic Abilities
  174 Step 12: Choose Defects
  176 Step 13: Design Weapons
  183 Special Rules
  184 Mecha Point Equivalents
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  4
  (notably Ranma 1/2, one of the first successful non-mecha series in
  America) direct to video. In 1995, the “impossible” happened when the
  magical girl show, Sailor Moon, began appearing on North American
  television, the first shojo (young girl) anime to do so. Its success has added
  a new generation of young female (and male) fans. 
  The start of the new century is seeing an explosion in anime with
  TV series being translated and released on video within months of their
  appearance in Japan, and anime returning to mainstream American
  television. Over the last few years, shows such as Card Captor Sakura,
  Cowboy Beebop, Dragonball Z, Digimon, Escaflowne, Gundam Wing, Hamtaro,
  Monster Rancher, Pokemon, Tenchi Muyo!, Trigun, and Yu-Gi-Oh! have begun
  broadcasting on television. It’s a good time to be an anime fan!
  ANIME GENRES
  Anime is often, though not exclusively, based on a published manga
  (Japanese comic). The Japanese comics industry is among the most
  prolific and vibrant in the world. Japanese manga (published almost
  exclusively in black and white) are even more diverse than anime, and
  widely accepted as a legitimate literary and artistic form. Manga serve as
  inspiration for television series, direct-to-video releases, and theatrical
  movies. Recently, manga has also influenced the drawing style of comic
  titles from Marvel and DC.
  Anime includes familiar genres such as space opera, cyberpunk,
  cops-and-robbers shows, high-school soap operas, and more. Some of the
  more exotic sub-genres are outlined here. It is very common for shows to
  combine elements from several genres.
  MECHA
  This is the Japanese term for a machine that appears in anime.
  Mecha shows are anime that feature such machines in action, often giant,
  human-piloted robots, spaceships, submarines, fighter planes, or suits of
  form-fitting powered armour. Among the first mecha anime series were
  “hero” shows, in which teenage champions fought evil masterminds from
  inside super powered cars, subs, or giant robots. The niftiest robots, like
  Mazinger Z, could transform into different shapes or combine into even
  bigger robots (which also sold lots of cool toys). Then came series like
  Mobile Suit Gundam, which treated giant robots or space battleships as
  “real” military hardware used by governments or corporations to fight
  wars or combat terrorism. Instead of comic book heroes and villains, the
  characters were often young and talented soldiers facing combat and
  death for the first time, fighting opponents much like themselves. If you
  suspend disbelief in the robots or spaceships themselves, the mecha anime
  genre offers quality space opera or cyberpunk drama (with a dash of soap
  opera) that often matches or exceeds the best of Western cinematic
  science fiction television. Be sure to check out Guardians Of Order’s d20
  mecha creation system supplement, d20 Mecha (Product #02-601), and
  the far-future hard SF setting, Centauri Knights d20 (Product # 02-602),
  if you plan to add mecha to your games.
  MAGICAL GIRL
  If the mecha show is the classic shonen (young boy) anime series, the
  magical girl show epitomises shojo anime. These series usually feature an
  elementary or high school-aged girl who is granted the power to
  transform into a costumed magical superheroine to fight evil. Often the
  magical girl will discover other magical girls who become her allies.
  Common elements in these anime are cute talking animal companions,
  mysterious male allies, evil monsters bent on world domination (a
  different set each season), high school romance, and the value of
  friendship. Many magical girl anime also include strong dramatic
  elements with characters encountering heartbreak, tragedy, and
  occasionally death in their struggle to win love for themselves and protect
  the world from evil.
  WHAT IS ANIME?
  “Anime” is the accepted term for animation from Japan. It has
  garnered much more respect in its native country than North American
  cartoons have in Canada and the United States. One reason for the
  popularity of anime is its diverse subject matter, ranging from fantasy and
  science fiction to romantic comedy and horror. While North American
  cartoons tend to be written for younger audiences (with a few exceptions),
  anime includes many shows aimed explicitly at teenagers or older
  viewers, and this in turn permits more sophisticated story lines and a
  wider array of genres. 
  Another factor in the appeal of anime is the ongoing multi-episode
  story arcs that are a common feature of many live-action TV dramas. A
  show can tell a complete story with a beginning, middle, and end rather
  than simply present a series of disconnected episodes that lurch onward
  until cancellation.
  Science fiction and fantasy fare very well in anime. Freed from the
  budgetary constraints imposed by the high cost of live-action special
  effects, coupled with a willingness to tackle stories that appeal to older
  viewers, many shows bring fantastic visions to vivid life. Alien invasions,
  world-shaking sorcery, transforming robots, super-powered heroes,
  demonic monsters, obsessively detailed military hardware, and realistic
  depictions of life in space are all a part of anime. Characters in these
  shows are often larger than life: angst-ridden, utterly clueless, burning for
  revenge, or hopelessly in love.
  ANIME ORIGINS
  The first anime series produced in Japan was Tetsuwan Atom (1963),
  created by Osamu Tezuka and his animation studio, Mushi Productions.
  Later, this series became popular in the West as Astro Boy. From the 1980s
  through the 1990s, anime has improved in both sophistication and quality,
  with series like Space Battleship Yamato (1975, space opera), Urusei Yatsura
  (1981, alien girlfriend comedy), Mobile Suit Gundam (1979, military
  drama), Macross (1983, science fiction soap opera), Sailor Moon (1992,
  magical girl drama) and Ranma 1/2 (1994, martial arts comedy)
  exemplifying particular genres. A major breakthrough came in the early
  1980s, when direct-to-video (OAV; Original Animation Video) anime
  releases caught on, allowing production studios to produce shows aimed at
  smaller niche audiences or older viewers in a much greater diversity of
  genres. The legacy of this “OAV boom” (and the rise of speciality cable TV)
  was a renaissance in original television anime in the late 1990s, of which
  the most influential series were the mecha-conspiracy saga, Neon Genesis
  Evangelion (1996), and monster gladiator kids’ show, Pokemon (1999).
  In North America, relatively few anime-derived series were
  translated and adapted for television in the 1970s and 1980s. Most of
  those that did appear were heavily altered, often losing those Japanese
  elements (such as a continuing story arc) that made them interesting in
  the first place. Notable exceptions were Star Blazers (1979, the U.S.
  version of Space Battleship Yamato) and Robotech (1985, a compilation of
  Macross and two other anime shows), whose adaptations left their story
  arcs largely intact. The fandom that developed around these shows was
  sustained by various comics, books, and fan activities and helped fuel the
  first anime-inspired giant robot board games and RPGs. In 1986 and
  1987 the first American anime magazines appeared. More and more
  Westerners became active in the distribution of Japanese language or fan-
  subtitled tapes, as fans became aware of the “OAV boom” taking place in
  Japan. Successful comic book translations of high quality Japanese manga
  (such as Akira, Lone Wolf and Cub, Nausicaa and Appleseed) and the
  theatrical release of the Akira motion picture captured new fans.
  In the late 1980s, a number of American companies began
  releasing quality subtitled and dubbed translations of anime releases,
  including some of the best of the then-new science fiction OAV series like
  Gunbuster (1988) and Bubblegum Crisis (1988). In the 1990s, the growing
  popularity of anime allowed companies to release longer TV series
  CHAPTER 1:
  INTRODUCTION
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  5
  HERO TEAM (SENTAI)
  A more generic cousin to the magical girl show, Sentai team shows
  features groups of characters who battle evil, often in tight-fitting
  technological or magical armour. These often draw inspiration from live-
  action hero team shows such as Ultra Man or Power Rangers. An occasionally
  popular sub-genre is the “boys in armour” series, featuring a team of buff,
  angst-ridden teenage boys whose pretty boy features are designed to appeal
  to female fans while the action typically draws male viewers.
  MARTIAL ARTS
  Featuring battles inspired by manga, video games, and Hong Kong
  wuxia (“wire fu”) movies, anime martial artist shows regularly transcend
  the limitations of reality to produce incredibly ki-powered special attacks
  such as fireballs or geysers of energy. Characters in martial arts anime are
  often obsessed with proving themselves and discovering new techniques,
  much like fantasy RPG characters want to “go up in level.” Martial arts
  stories may be set in the real world or in exotic landscapes such as post-
  apocalyptic wastelands or medieval China. Often the martial arts genre
  crosses over with the supernatural as heroes battle magicians or labour
  under strange curses.
  SPORTS ANIME
  The characters may be tennis pros, baseball or basketball players,
  tag-team wrestlers, race car drivers, or some other type of athlete. Some
  sports anime are even set in the future, with science fiction sports that do
  not exist today. The plots in sports anime focus as much on their
  characters’ emotional development as on the actual training, matches, or
  tournaments. The hero often starts out lacking self-confidence and skill,
  but with the help of a best friend or coach pulls through, wins the respect
  of fellow team members, and leads them to victory in the final
  competition. Sequels often feature greater challenges or travel (“on to the
  Olympics!”). The mix of intense rivalry and close friendship between the
  different team members is important, as is the relationship with their
  manager/coach/sensei. This genre can cross over with the martial arts or
  even mecha genres, depending on the kind of sports involved.
  EXOTIC GIRLFRIEND
  These shows are situation comedies or comedy-drama where a
  seemingly ordinary boy finds himself in a relationship with one or more
  exotic girls that fall madly in love with him. The guy may be an ordinary
  teenager, or he may be more than he seems. The girls are aliens,
  goddesses, martial artists, robots, fighter pilots, etc., and all jealously
  compete for the hero’s affection. Often the hero would like nothing more
  than to dump the lot of them and just date a “normal” girl next door, but
  the plot (alien invaders, the world needs saving, etc.) gets in the way.
  Since the girls have special powers or big guns, this offers a combination
  of love triangle and action-comedy that appeals to both boys and girls.
  The genre has spun off into “Dating Simulation” console games, many of
  which spawn their own anime. There are rare variations that feature a
  bunch of guys and one girl.
  INTERDIMENSIONAL EXILES
  Cousins to Through the Looking Glass, John Carter of Mars or The
  Wizard of Oz, these science fantasy anime begin with one or more
  characters in modern Japan. Something weird happens, and the
  characters are magically summoned or otherwise sucked into another
  dimension — a fantasy world where magic, alien races or lost super
  technologies exist, and an epic battle rages between rival forces. In this
  world, the exiled Earthlings often possess special abilities, allowing them
  to become mecha pilots, magicians, leaders, or warriors in the earth-
  shaking struggle taking place — if they pick the right side with which to
  join. Often the battle lines are not so clear cut, and the group of
  castaways ends up split between both sides.
  CHAPTER 1:
  INTRODUCTION
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  6
  tell the GM what their anime alter-egos would like to do, and the GM
  describes the results of their actions. The GM is also responsible for
  creating the plot and the setting for the game adventures and works
  closely with the players to keep the game interesting and fun for all.
  In Big Eyes, Small Mouth d20 (BESM d20), players assume the role
  of an anime character suitable to the time period and setting of the
  adventure the GM will be using. The game system helps players assign
  some strengths and weaknesses to their characters using numbers to
  indicate relative ability. The remaining elements of a character’s
  background, family, hobbies, and interests are not covered by the rules
  and are described by each player according to his or her choice of
  character personality.
  As a player, you control your character’s actions in the game. He or
  she can be likened to one of the major characters in an anime movie,
  working through the unexpected twists and turns of the plot with the
  help of other major characters. Your character’s actions can greatly affect
  the outcome of the adventure, but you must keep in mind that every
  action has a consequence that could return to haunt your character in a
  future session. Role-playing is a group effort, however, and positive
  interactions between your character and those of the other players are
  vital to everyone’s enjoyment of the game.
  As a GM, your contribution will be much greater than that from
  any one player. You must establish the genre, setting, conflicts, and plot
  of the adventure as well as all the non-player characters (NPCs) your
  group of players will meet during the game. NPCs are similar to the
  background characters in a movie — few are given quality screen time
  with the major characters unless they are good buddies, or central to the
  plot. Additionally, you must be able to project your imagination to the
  players by describing in vivid detail the world in which they live. Then,
  after all that, your game plot must remain sufficiently flexible to allow
  the characters’ actions to make a definite impact on the adventure. A plot
  that is too rigid may leave players feeling their characters have lost the
  free will to affect their own destiny. Should you assume the role of GM,
  you must possess creativity, good judgement, and the ability to improvise
  in unexpected situations. It takes extra time and effort, but the reward of
  a well-played adventure can be almost euphoric.
  Each role-playing adventure or episode will require one or two
  sessions, each several hours in length. A number of episodes using the
  same characters can be linked together to form an anime campaign.
  Campaigns require more commitment from everyone involved, but
  watching the characters grow as the greater plot unfolds makes the extra
  effort worthwhile. The most engaging campaigns can last upwards of 5-
  10 years, but keeping a campaign running for 8 months to a few years is
  considered tremendously successful. More advice on choosing an anime
  genre and on Game Mastering in general can be found in Chapter 13:
  Role-Playing.
  PLAYING BESM d20
  BESM d20 is a multi-genre anime game that accommodates nearly
  any setting or time period. The rules are simple to use and thus do not
  afford a high level of detail, although the resolution system and combat
  system have been designed to capture the fast-moving nature of anime
  action. This element is one of the central strengths of the game, making
  BESM d20 ideal for either the novice or experienced role-player.
  Nevertheless, the role-playing interactions between the GM and the
  players, as well as between the players themselves, is the primary focus of
  Big Eyes, Small Mouth: d20 System RPG, and, to this end, the core
  mechanisms of the game have remained straightforward.
  SUPERNATURAL ACTION
  These shows are superficially “horror” series in that they feature
  demons, spirits, ghosts, vampires, out-of-control psionic teenagers, or
  other terrors that are menacing the world. The big difference is that
  instead of being ineffectual, the heroes often have access to high
  technology, cybernetics, martial arts, magical powers, or supernatural
  abilities of their own and can battle the monsters on an even basis. Thus,
  these anime are really action-adventure shows with a supernatural twist.
  Sometimes the horror is purely supernatural, or it may have a science-
  fiction rationale with psychic powers or sinister parasitic or shape-shifting
  aliens. Magical girls can be considered one unique sub-set of this genre,
  as are the “naughty tentacle” shows where the horrific demons are
  interested in more than just their victim’s blood and souls.
  SAMURAI OR NINJA ACTION
  These historical anime take place in ancient or medieval Japan, a
  world of katana-wielding samurai warriors, ninja assassins, magical
  Buddhist monks, warring clans, and blood-soaked revenge. A heroic
  samurai or ninja can dispatch a dozen enemies with his blade, and a ninja’s
  bag of tricks range from explosive bombs to literal invisibility. These
  shows are generally “historical fantasies” playing fast and loose with
  Japanese history in the same way that westerns do with the Old West.
  Variations are shows that take place in pseudo-historical China or India.
  SWORDS AND SORCERY
  These Western-style anime shows draw most of their inspiration
  from computer and console RPGs and fantasy role-playing games, but add
  their own unique twist. This includes visual elements (anime elves often
  have huge ears), insanely destructive magical spells (mostly powered-up
  variations of fireballs) and often a blend of magic and technology. The
  latter consists of techno-magical robots, androids, or flying ships, and the
  relics of ancient civilisations whose secrets are now lost.
  WEIRD CONSPIRACY
  These anime usually focus on government plots or secret corporate
  experiments. Often an innocent school boy or girl is a pawn in some
  sinister project to create or control a super weapon designed to fight a
  hidden enemy, or discovers a clue (like a mecha suit) that leads him or her
  into its midst. Neither side is what it seems, and there are wheels within
  wheels, and even the character’s own identity may be a lie. This sort of
  show often crosses over with the supernatural action or mecha genres,
  with artificial intelligence, psychic powers, or advanced mecha as part of
  the experiment.
  PET MONSTER
  Inspired by virtual pets and console games, these insanely popular
  kids anime feature wandering children who collect or train “pet
  monsters” either as gladiators or as partners in a battle against evil. They
  are the most recent anime genre, and amongst the most popular (and
  profitable) in North America.
  WHAT IS A ROLE-
  PLAYING GAME?
  For many people, a role-playing game (RPG) is the “mature” version
  of the games we used to play as children: “House,” “Cops and Robbers,”
  and “Superheroes.” A rule system assists in settling conflicts and resolving
  actions, often with the use of a random generator (usually dice) to add an
  unpredictable element to the game. A game requires a handful of players
  and one person to act as the Game Master (GM) or referee. The players
  CHAPTER 1:
  INTRODUCTION
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  BESM d20 – FOR FREE!
  BESM d20 is part of an unstoppable force known as Open Source Gaming, 
  which generates a plethora of d20 System game rules and text that can be distributed freely 
  with very few restrictions.  GUARDIANS OF ORDER supports this movement and has made a 
  System Reference Document (SRD) containing all primary Open Game Content 
  from BESM d20 available on our website to everyone — free of charge!
  Download the BESM d20 SRD at:
  http://www.guardiansorder.com/d20
  We also make it easy for companies to publish and market products compatible with 
  BESM d20 through a low-cost trademark license.  You can even have GUARDIANS OF ORDER
  distribute and sell your BESM d20 product for you through our creator-owned publishing
  imprint, Magnum Opus — and you keep most of the profits!
  Learn about publishing your own BESM d20 book at:
  http://www.guardiansorder.com/magnumopus
  OPEN GAME LICENSE VERSION 1.0a
  DESIGNATION OF PRODUCT IDENTITY
  The following is designated as Product Identity, in accordance with Section 1(e) of the
  Open Game License, Version 1.0a: all GUARDIANS OF ORDER names, logos, identifying
  marks, and trade dress; all character and place names; all examples; all artwork, symbols,
  designs, depictions, illustrations, likenesses, poses, symbols, and graphic designs; all
  stories, storylines, plots, thematic elements, and dialogue; page 2; Chapter 1; Chapter 13.
  DESIGNATION OF OPEN GAME CONTENT
  Subject to the Product Identity designation above, 
  the remainder of this publication is designated as Open Game Content.
  OPEN GAME LICENSE VERSION 1.0A
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”).
  All Rights Reserved.  
  1.  Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game
  Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into
  other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation,
  abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to
  reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content”
  means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not
  embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open
  Game Content by the Contributor, and means any work covered by this License, including translations and derivative works
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  elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes
  and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells,
  enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures,
  equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or
  registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically
  excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a
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  Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create
  Derivative Material of Open Game Content.  (h) “You” or “Your” means the licensee in terms of this agreement.  
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  15.  COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
  System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
  based on original material by E. Gary Gygax and Dave Arneson.  
  Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich
  Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison,
  Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Silver Age Sentinels d20 Copyright 2002, Guardians of Order, Inc.; Authors Stephen Kenson, Mark C. MacKinnon, Jeff
  Mackintosh, Jesse Scoble.
  BESM d20 Copyright 2003, Guardians of Order, Inc.; Author Mark C. MacKinnon.
  Spycraft, Copyright 2002, Alderac Entertainment Group.
  Horizon: Grimm, Copyright 2003, Fantasy Flight Publishing, Inc.
  Conan: The Role-Playing Game, Copyright 2003, Conan Properties International LLC. CONAN ®, CONAN THE
  BARBARIAN® and related logos are trademarks of Conan Properties International LLC unless otherwise noted. All Rights
  Reserved. Mongoose Publishing Ltd Authorised User.
  Strongholds & Dynasties, Copyright 2003, Mongoose Publishing.
  Mutants & Masterminds RPG, Copyright 2002, Green Ronin Publishing; Author Steve Kenson
  BESM d20 Revised Copyright 2003, Guardians of Order, Inc.; Author Mark C. MacKinnon, Ian Sturrock.
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  CHAPTER 2:
  CHARACTER CREATION
  DICE AND NOTATIONS
  Like all d20 System games, BESM d20 uses polyhedral (multi-
  sided) dice at various points in the game. This typically includes dice with
  the following number of sides: 4, 6, 8, 10, 12, and 20. When a random
  number needs to be generated through a dice roll, the exact dice to be
  rolled will be indicated by the formula XdY+Z, where:
  • X is the number of dice rolled
  • d represents the word “dice”
  • Y is the type of die rolled (number of sides)
  • Z is a fixed value added to the roll (omitted for a zero)
  For example, 2d8+4 indicates you should roll two eight-sided dice
  and add 4 to the generated value. Similarly, 5d6 indicates a roll of five six-
  sided dice, while 2d10-2 means roll two 10-sided dice and subtract two
  from the result.
  CHARACTER
  CREATION BASICS
  The design of a new character for BESM d20 should involve a
  thoughtful collaboration between the player and the GM. Your objective
  is to create a character who is fun to play, has plenty of reason to
  adventure, and who fits into the GM’s campaign. In BESM d20, you can
  choose to spend as little as ten minutes designing a character or upwards
  of an hour. The difference lies in the amount of detail and individuality
  given to your character. At no time during an RPG campaign do you have
  more control over the destiny of your character than during the creation
  process. If you have any questions about game mechanics or specific
  character abilities, talk to the GM before you begin character creation.
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  CHAPTER 2:
  CHARACTER CREATION
  closely to the GM’s descriptions since it will impact directly on the
  character you wish to create. It is not useful if you decide to create a
  computer hacker character should the GM set the game in late Seventh
  Century Japan. 
  Ask for clarification of any rule modifications the GM plans to use
  as well as any background restrictions on your character. If you have any
  game preferences involving issues such as combat intensity, maturity
  level, or drama versus comedy ratio, let the GM know about them. Help
  the GM create the game that you all want to play.
  STARTING CHARACTER LEVEL
  One of the most important things that the Game Master should
  discuss with his or her players is the starting character Level. While
  characters traditionally start at 1st Level in most d20 System games, the
  GM and players may want to adventure with more experienced — and
  thus more powerful and capable — characters. Table 2-1 shows the
  relationship between starting character Level and power level.
  Characters that begin higher than 1st Level gain all the benefits and
  special abilities granted from 1st Level to their current Level and begin
  the game with an appropriate number of Experience Points (see the
  Player’s Handbook for more information on Experience Points). This
  includes the additional Feats and Ability Score increases presented in
  Table 5-3: Level-Dependent Benefits (page 15).
  DISCRETIONARY CHARACTER POINTS
  The characters’ starting Level also determines the number of
  discretionary Character Points assigned. These discretionary Character
  Points are used to pay for his or her Ability Score Values, Race,
  Attributes, Skills, and Feats. The GM can either assign all players an
  equal number of Character Points, or ask each player to roll dice to
  generate a random number (see Table 2-1: Starting Character Level)
  STEP 1: GM DISCUSSION
  You and the other players should discuss the nature of the
  upcoming game with the GM. Before any characters are created, the GM
  should outline such details as genre, setting, campaign duration, story
  boundaries, and expected time commitment. A variety of game genres
  are discussed in Chapter 13: Role-Playing. As a player, you should listen
  TABLE 2-1: STARTING CHARACTER LEVEL
  Starting
  Discretionary
  Power Level
  Character Level
  Character Points 
  Low-powered game
  1st to 4th
  40 (or 34 + 1d10)
  Average-powered game
  5th to 8th
  42 (or 36 + 1d10)
  High-powered game
  9th to 12th
  44 (or 38 + 1d10)
  Very high-powered game
  13th to 16th
  46 (or 40 + 1d10)
  Extremely high-powered game
  17th to 20th
  48 (or 42 + 1d10)
  Epic-powered game
  Above 20th
  50 (or 44 + 1d10)
  CHARACTER LEVEL VS. CLASS LEVEL
  Players and GMs should remember the difference between
  Character Level and Class Level when using BESM d20.
  CLASS LEVEL
  Class Level is a reflection of the character’s experience. As a
  character successfully overcomes challenges and adventures, he or
  she gains experience and knowledge. His or her Class Level increases
  to represent of that increased experience. A character may have
  several Class Levels if he or she is advancing in multiple classes. For
  example, a 4th Level Mecha Pilot/7th Level Sentai Member has a
  Class Level of 4 as a Mecha Pilot and 7 as a Sentai Member.
  CHARACTER LEVEL
  Character Level measures the character’s overall power and
  ability. It is a combination of several factors including the
  character’s combined experience (the total of his or her Class
  Levels) and the character’s base, natural power. For example, the
  4th Level Mecha Pilot/7th Level Sentai Member has a total
  Character Level of 11.
  STEP 1: GM DISCUSSION
  Talk to the GM about the upcoming game. Issues that
  should be addressed include duration, scheduled playtime, the
  setting and related time line, and the thematic intensity level.
  Based on this, the GM should set the experience level of the
  campaign, which will determine your character’s level and
  number of discretionary Character Points.
  STEP 2: CHARACTER OUTLINE
  Use the game boundaries established through your talk
  with the GM to develop a rough character outline. See page 10.
  STEP 3: GENERATE ABILITY SCORES
  Following the guidelines in the Player’s Handbook, generate
  your character’s six Ability Scores. These generated values may be
  modified to fit your character concept. See page 11.
  STEP 4: SELECT RACE
  Use either an existing race or create a new one with
  permission of the GM. See page 13.
  STEP 5: SELECT CLASS
  BESM d20 introduces 15 new classes for use within the
  d20 system. See page 14.
  STEP 6: ASSIGN ATTRIBUTES
  Any remaining Character Points may be used to acquire
  Attributes, usually rated in Ranks from 1 to 10. See page 37.
  STEP 7: SELECT SKILLS
  Following the guidelines in the Player’s Handbook,
  determine your character’s Skill Ranks. If you assigned the
  Highly Skilled Attribute to your character, you may have more
  Skill Points, or fewer if you will assign the Unskilled Defect
  (Step 9). See page 74.
  STEP 8: SELECT FEATS
  Following the guidelines in the Player’s Handbook,
  determine your character’s Feats. See page 81.
  STEP 9: SELECT DEFECTS
  You are encouraged to take Defects appropriate to your
  character outline. These Defects will provide you with more
  role-playing opportunities and give you bonus Character Points
  you can use to further increase your character’s Ability Scores
  or acquire additional Attributes. See page 87.
  STEP 10: DETERMINE CALCULATED VALUES
  Once finished, you can determine your character’s
  Calculated Values. See page 96.
  STEP 11: EARN BACKGROUND POINTS
  You can earn 1-3 extra Character Points by giving the
  GM a background history of your character, an important
  character story, a character drawing, or other approved
  contribution. See page 97.
  Character Creation Summary
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  CHAPTER 2:
  CHARACTER CREATION
  within the game. It is a good idea to identify a minimum set of capabilities
  that everyone should have. For example, in a martial arts campaign,
  everyone should be a fighter but individual characters may possess different
  fighting styles (karate, kick-boxing, ninjitsu, kendo, etc.) and unique
  backgrounds (the cop, the street fighter, the monk, the professional
  athlete). Similarly, in a game centred on giant robot action, each character
  might be a mecha pilot on the same team, but they and their mecha may
  have different capabilities: one might be a close-quarters fighter with heavy
  armour, another fast and agile, a third may specialise in electronic warfare,
  while the fourth may have the most powerful long-range attacks.
  In some games, the group of characters will be independent
  operators. Examples include a detective agency, a party of fantasy
  adventurers, the crew of a pirate ship, or a team of magical girls who fight
  evil. In other game concepts, the characters will be part of a larger
  organisation and would logically have helpers in supporting roles. An
  example of this scenario is a squadron of mecha pilots in a military space
  force. A base commander, communication officers, mechanics, doctors,
  cooks, and other personnel all support the pilots. A few of these roles may
  make worthwhile characters, but often this “supporting cast” is best filled
  by NPCs created and run by the GM. These characters may become the
  characters’ friends, colleagues, love interests, or rivals as the game
  progresses, but they also free all of the characters to take on roles that
  let them share in the same action.
  WHAT HELPS DEFINE
  THE CHARACTER?
  You should decide on the character’s age
  and sex, determine a broad archetype for his or
  her personality, and sketch a rough outline of
  ethnic and social background. On the other hand,
  it is equally important that a character have room
  to grow beyond your initial concept. A character
  that you have spent hours perfecting and detailing
  may quickly become stagnant and uninteresting
  once play begins. A good character outline usually
  focuses on one or two main personality traits and
  leaves plenty of room for you to explore and
  develop the character into a fully rounded
  personality over time. Although the starting
  archetype should be an integral part of the
  character, it should not rule all of his or her
  actions. At some point during the game, your
  pacifistic martial artist may be driven to an
  act of vengeance, or your angst-
  ridden mecha ace may finally
  discover a cause in which
  to believe. As long as
  these developments
  proceed naturally
  from events in the
  game, they should
  be a welcome part of
  the role-playing experience.
  WHAT IS THE CHARACTER’S NAME?
  You have the freedom to name your character whatever you like,
  but the GM may have some ideas for character names that fit a
  particular setting. For example, you character should probably have a
  Japanese name if the campaign is set in Japan. Anime series are often
  notorious for employing odd, but plausible, fictional names for fantasy
  or science fiction characters. Sometimes these are actually borrowed from
  Western or Asian mythology or named after objects such as cars,
  motorcycles, or rock stars, making them sound suitably exotic without
  being totally unfamiliar. Unless your campaign is a comedy, however, try
  to avoid a silly name since it may ruin the suspension of disbelief for the
  other players.
  CHARACTER POINTS DURING LEVEL PROGRESSION
  If the characters start higher than 1st Level, they may also start
  with extra Character Points gained from the Special Ability Level
  progression of their Class (or Classes). In these instances, the additional
  Character Points are added to the discretionary Character Point total. See
  the Class Progression charts (pages 16-30) for more information.
  STEP 2: 
  CHARACTER OUTLINE
  A character outline is a broad concept that
  provides you with a frame on which to build your
  character. It is not fully detailed; there is no need
  for you to concern yourself with the character’s
  specific skills, powers, or background details at
  this stage. Use the game boundaries
  established in your discussion with the GM as
  the starting point for your character and build
  your outline on that foundation. Discuss your
  character ideas with the GM to ensure your
  character will work with those of the other players
  and with the overall themes and focus of the
  campaign. Here are some issues to consider.
  IS THE CHARACTER
  HUMAN?
  There are settings where everyone
  will be a human being, such as a modern
  day “cars and guns” game or one set in the
  historical past. In other settings, it is possible that
  non-human or part-human characters may exist, or that a
  setting might not include any human characters at all.
  The kinds of non-human or superhuman entities
  that exist will depend on the GM’s choice of
  setting. Examples of non-human and partly-
  human characters appropriate for some anime
  settings are aliens, androids, cyborgs, fantasy
  races (for example, elves, ogres, or centaurs),
  genetic constructs (clones, genetically-enhanced
  people, or human-animal hybrids), ghosts and spirits,
  gods and goddesses, monsters (for example, demons,
  shapechangers, or vampires), robots, and talking animals.
  WHAT ARE THE
  CHARACTER’S
  STRENGTHS?
  In some campaigns, the players
  may want to create complimentary
  characters with unique sets of abilities.
  For example, a team fighting
  supernatural evil might include a combat
  specialist or two for bashing monsters, an
  exorcist or medium for dealing with ghosts
  and spirits, a psychic or sorcerer for handling
  magical opponents, and a scholar or computer hacker for digging up
  background information. A degree of specialisation helps players enjoy
  their characters by giving them a unique identity. 
  At the same time, it is equally important that the characters not be
  too specialised, or the group will lack cohesion and other players will sit
  around bored while each specialist has his or her own little adventure
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  CHAPTER 3:
  ABILITIES
  ABILITY MODIFIERS
  Each Ability has a modifier that is the number you add to or
  subtract from the die roll when your character tries to accomplish
  something related to that Ability. A positive modifier is called a bonus,
  and a negative modifier is called a penalty.
  DEFINITION OF ABILITY SCORES
  STRENGTH
  Strength is a measure of the character’s physical power. Strength
  provides a modifier to:
  • Damage rolls in melee or unarmed combat or when using weapons
  that are Muscle Powered (see page 65).
  • Strength-based Skill checks.
  • Strength checks.
  Any creature that can physically manipulate other objects has at
  least 1 Point of Strength. A character with no Strength score can’t exert
  force, usually because it has no physical body or because it doesn’t move.
  Such a creature automatically fails Strength checks. Note: since armour
  is handled differently in BESM d20 than in other d20 games, Strength
  always provides a +0 modifier to melee attack rolls (the “to hit” roll),
  regardless of the character’s Strength rating.
  DEXTERITY
  Dexterity is a measure of the character’s hand-eye co-ordination,
  agility, reflexes, and balance. Dexterity provides modifiers to:
  • The character’s Armour Class (see page 96).
  • Dexterity-based Skill checks.
  • Initiative rolls.
  • Reflex saving throws.
  • Dexterity checks.
  Any creature that can move has at least 1 Point of Dexterity. A
  creature with no Dexterity score can’t move, but if it can act, it applies
  its Intelligence modifier to Initiative checks instead of a Dexterity
  modifier (for example, an artificially intelligent computer that has no
  moving body adds its Intelligence modifier to Initiative rolls). A creature
  with no Dexterity fails all Reflex saves and Dexterity checks. Dexterity
  always provides a +0 modifier to ranged attack rolls, regardless of the
  character’s Dexterity rating.
  CONSTITUTION
  Constitution determines your character’s health and stamina.
  Constitution provides modifiers to:
  • Hit Points earned per Level (though the value can never be reduced
  below 1 — a character always gains at least one Hit Point per Level).
  • Fortitude saving throws.
  • Constitution-based Skill checks.
  • Constitution checks.
  Any living creature has at least 1 Point of Constitution. A creature
  with no Constitution has no body or no metabolism. It is immune to any
  effect that requires a Fortitude save unless the effect works on objects.
  The creature is also immune to Ability damage, Ability drain, and energy
  drain, and always fails Constitution checks.
  INTELLIGENCE
  Intelligence is a measure of the character’s reason and ability to
  learn. Intelligence provides modifiers to:
  • The number of Skill Points gained at each Level (though the value
  can never be reduced below 1 — a character always gains at least
  one Skill Point per Level).
  • Intelligence-based Skill checks.
  • Intelligence checks.
  Any creature that can think, learn, or remember has at least 1 Point
  of Intelligence. A creature with no Intelligence score is an automaton,
  operating on simple instincts or programmed instructions. It is immune
  to all mind-influencing effects (charms, compulsions, phantasms,
  patterns, and morale effects) and automatically fails Intelligence checks.
  STEP 3: GENERATE
  ABILITY SCORES
  A character’s core, base abilities are determined by six values
  known as Ability Scores. These values describe the character’s innate,
  natural aptitude at interacting with the world. The six Ability Scores are:
  Strength (Str)
  Dexterity (Dex)
  Constitution (Con)
  Intelligence (Int)
  Wisdom (Wis)
  Charisma (Cha)
  The values of these abilities range from 0 to infinity, with a normal
  human range from 3 to 18. The normal human maximum is 24, but
  superhuman or supernatural characters may have higher ratings. A value
  of none for an Ability Score, which is different from 0, is a special case
  appropriate for specific character ideas (discussed below). 
  ESTABLISHING ABILITY SCORES
  Determine your character’s Ability Scores as outlined in the Player’s
  Handbook.
  ABILITY SCORE COST
  Abilities cost a number of Character Points equal to half the value of
  the Ability Score (round up), which are paid for by the character’s starting
  discretionary Character Points. Players may choose to modify the
  character’s generated Ability Scores up or down by increasing or decreasing
  the number of Character Points assigned to the Ability Score, on a 1 for 2
  basis (1 Character Point equals 2 Ability Scores; GM discretion). If the
  power level of the campaign (see page 9) provides insufficient discretionary
  Character Points to pay for the Ability Scores generated by the players for
  their characters, players must reduce the Ability Scores to (or below) a
  value that they can afford with Character Points available.
  ZERO RATING AND “NONE”
  ABILITY SCORES
  It is possible for some constructs (including the Giant Robot class,
  page 18) or alien creatures to have a score of “none.” None is not the same
  as a score of 0. A score of none means that the creature does not possess
  the Ability at all. The modifier for a score of none is +0.
  A character’s Ability Score can never drop below 0.
  Str 0 means that the character cannot move at all. He or she lies
  helpless on the ground.
  Dex 0 means that the character cannot move at all. He or she is
  motionless and helpless.
  Con 0 means that the character is dead.
  Int 0 means that the character cannot think and is in a coma-like
  stupor, helpless.
  Wis 0 means that the character is withdrawn in a deep sleep filled
  with nightmares, helpless.
  Cha 0 means that the character is withdrawn into a catatonic,
  coma-like stupor, helpless.
  Frank is given 40 discretionary Character Points to create a 1st Level
  character. He generates the following Ability Scores: Str 10, Dex 9, Con
  15, Int 11, Wis 10, and Cha 13. These values add up to 68, which
  equals 34 Character Points (68 ÷ 2 = 34). Frank’s character now has
  6 discretionary Character Points remaining for race, class, and special
  abilities (Attributes).
  EXAMPLE
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  CHAPTER 3:
  ABILITIES
  WISDOM
  Wisdom is a reflection of the character’s willpower, common sense,
  intuition, perception, and life experience. Wisdom provides modifiers to:
  • Will saving throws.
  • Wisdom-based Skill checks.
  • Wisdom checks.
  Any creature that can perceive its environment in any fashion has
  at least 1 Point of Wisdom. Anything without a Wisdom score is an
  object, not a creature. Additionally, anything without a Wisdom score
  also has no Charisma score, and vice versa.
  CHARISMA
  Charisma describes the characters strength of persuasion, personality,
  and the character’s appearance. Charisma provides modifiers to:
  • Charisma-based Skill checks.
  • Charisma checks.
  Any creature capable of telling the difference between itself and
  things that are not itself has at least 1 Point of Charisma.
  TABLE 3-1: ABILITY SCORE VALUE DESCRIPTIONS
  Ability Score Modifier
  Description
  1
  -5
  Inept
  2-3
  -4
  Infant
  4-5
  -3
  Child
  6-7
  -2
  Significantly below adult human average; youth
  8-9
  -1
  Below adult human average; teenager
  10-11
  0
  Adult human average
  12-13
  +1
  Above human average
  14-15
  +2
  Significantly above human average
  16-17
  +3
  Highly capable
  18-19
  +4
  Extremely capable
  20-21
  +5
  Best in the region
  22-23
  +6
  Best in the country
  24-25 
  +7
  World-class ability; maximum human potential
  26-27 
  +8
  Above human achievement
  28-29
  +9
  Significantly above human achievement
  30+
  +10 (and up) Legendary ability 
  BESM d20 Without Points
  Our redefinition of the d20 System uses Character Points to
  balance aspects of character creation and advancement.  If you
  have never played a point-based RPG before, though, the use of
  points may seem daunting or complex.  If you prefer to make BESM
  d20 more similar to the standard d20 System, getting rid of points
  is an easy process:
  Basics
  First, generate your Ability Scores, select your race, and select
  your class as normal (see the upcoming chapters for more
  information).  Ignore all references to discretionary Character
  Points and Point cost for Abilities and races.
  Attributes
  When looking at the class progression charts, think of the
  Attributes as special abilities similar to the Monk’s “Quivering
  Palm,” the Paladin’s “Lay on Hands,” or the Rogue’s “Sneak
  Attack.”  Don’t worry about the Attributes’ Point values, since we
  have already balanced the classes for you.  Keep the Attribute
  effects simple, and don’t try to customise them with Restrictions or
  Reductions — use them as they are written.
  Bonus Character Points
  When a class progression indicates that your character gains
  additional Character Points, he or she simply gains a new special
  ability of your choice from a specific list.  For example, upon
  reaching Level 3, your Samurai character will gain +2 Character
  Points.  Think of this as selecting a special ability from the “Rank
  2 list,”  which contains all Attributes with a cost 2 Points/rank.
  Your character can either gain one Rank 2 special ability (+1
  Attribute Rank that costs 2 Points/Rank) or two Rank 1 special
  abilities (+1 Ranks in two Attributes that cost 1 Point/Rank).
  Similarly, your Student character gains +5 Character Points upon
  reaching Level 6.  At this time, you can select one ability from the
  Rank 5 list, five abilities from the Rank 1 list, or any combination
  in between that adds up to a total of 5 Ranks.
  Defects
  If you want to get rid of points in BESM d20, it is best not to
  use Defects.  Alternatively, for each “medium rank” Defect assigned
  to your character (the middle Defect of three options), he or she
  gains one additional Feat.
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  13
  CHAPTER 4:
  RACES
  STEP 4:
  SELECT RACE
  At this stage in the creation process you should select a race as
  outlined in the Player’s Handbook, paying the appropriate Character Point
  cost as listed in Table 4-1 (using the discretionary Character Points
  granted in Step 1, page 9). With your GM’s permission, you may design
  your own racial package and pay the appropriate cost out of your starting
  Character Points. Included herein is a Character Point break down of the
  races found in the Player’s Handbook, as well as for an artificial construct
  (such as the Giant Robot class, page 18).
  RACIAL COST DETERMINATION
  When the special abilities were being assigned Points, each talent
  was examined closely. If the ability had a direct comparison to an
  Attribute in BESM d20, that value was used (for example, 4 Skill Points
  are worth 1 Point; acute vision is worth 1 Point; +1 to a Will save is
  worth 1 Point; etc.). Other abilities were modified depending on whether
  it was applicable in a wide variety of situations, or only useful in limited
  circumstances. Occasionally, an ability was valued at a half Point (if its
  utility seemed to be worth less than a full Point), and sometimes the final
  total was rounded appropriately. The Game Master may alter the Point
  cost assigned to each race as desired. See the Player’s Handbook for more
  information about racial abilities.
  In BESM d20, the default race for a character is human (normally
  worth 6 Character Points). Consequently, the final number of Character
  Points assigned to a race equals the calculated value minus 6. This
  adjustment means being a human is “free;” no Points must be assigned
  for this race. Other races are adjusted accordingly. As a result, half-orc
  characters have 5 Character Points return to them to compensate for their
  lack of abilities (when compared to humans and other races
  Elf
  Point Cost
  Base movement
  0
  +2 Dexterity
  1
  -2 Constitution
  -1
  Immunity to magical sleep spells
  1
  +2 save vs. enchantment
  1
  Low-light vision
  1
  +2 Listen, Search, and Spot Skill checks
  1.5
  Detect secret doors
  1
  Total Value
  6
  Final Cost
  0
  Gnome
  Point Cost
  Small Size (Table 10-2;  page 97)
  3
  Base movement
  0
  -2 Dexterity
  -1
  +2 Strength
  1
  +4 Constitution
  2
  Low-light vision
  1
  +2 save vs. illusions
  1
  +1 attack vs. kobolds/goblinoids
  1
  +4 dodge defence vs. giants
  1
  +2 Listen Skill checks
  0.5
  +2 Craft (Alchemy) Skill checks
  0.5
  Free 0th Level spells (cantrips)
  1
  Total Value
  11
  Final Cost
  5
  Half-Elf
  Point Cost
  Base movement
  0
  Immunity to sleep
  1
  +2 save vs. enchantment
  1
  Low-light vision
  1
  +1 Listen, Search, and Spot Skill checks
  0.5
  Elven blood
  1
  Any favoured class (when multiclassing; an optional cost)
  1
  Total Value
  6
  Final Cost
  0
  Half-Orc
  Point Cost
  Base movement
  0
  +2 Strength
  1
  -2 Intelligence
  -1
  -2 Charisma
  -1
  Darkvision
  1
  Orc blood
  1
  Total Value
  1
  Final Cost
  -5
  Halfling
  Point Cost
  Small Size (Table 10-2; Page 97)
  3
  Base movement
  0
  +2 Strength
  1
  +2 Con
  1
  +2 Climb, Jump, and Move Silently Skill checks
  1
  +1 all saving throws
  3
  +2 save vs. fear
  1
  +1 attack with thrown weapons
  1
  +2 Listen Skill checks
  0.5
  Total Value
  12
  Final Cost
  6
  Human
  Point Cost
  Base movement
  0
  +1 Feat at 1st Level
  2
  +4 Skill Points at 1st Level
  1
  +1 Skill Point each Level
  2
  Any favoured class (when multiclassing; an optional cost)
  1
  Total Value
  6
  Final Cost
  0
  TABLE 4-1: RACE COSTS
  Artificial Construct
  Point Cost
  Base movement
  0
  No Constitution
  0
  Immune to poison, sleep, paralysis, stun
  4
  Immune to disease, death, necromantic effects
  3
  Cannot heal (must be repaired)
  -4
  Not subject to critical hits or subdual damage
  2
  Not subject to Ability damage, Ability drain, or energy drain 2
  Automatic Fortitude saves unless effect can target objects 3
  Total Value
  10
  Final Cost
  4
  Dwarf
  Point Cost
  Slow movement
  -1
  +2 Constitution
  1
  -2 Charisma
  -1
  Darkvision
  1
  Stonecunning
  1
  +2 save vs. poison
  1
  +2 save vs. spells
  2
  +1 attack vs. orcs/goblinoids
  1
  +4 dodge defence vs. giants
  1
  +2 Knowledge: Cultural Arts (Appraise) Skill checks
  0.5
  +2 Craft Skill checks
  0.5
  Total Value
  7
  Final Cost
  1
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  14
  CHAPTER 5:
  CLASSES
  STEP 5: SELECT CLASS
  A class is an archetype that helps you define the baseline
  capabilities of your character, a template from which you build your
  anime hero. It is also a label of convenience that tells the Game Master
  and other players your character’s strengths and abilities (the class name)
  as well as his or her rank of achievement (the class Level). Each class
  presents its own progression chart that indicates what new Skills,
  abilities, Feats, Attributes, and bonus Character Points your character
  gains as he or she advances in Level. Players should select a class (or
  possibly classes, if starting at higher than 1st Level) for their characters as
  outlined in the Player’s Handbook.
  THE MULTICLASS
  CHARACTER
  As your character acquires
  experience and advances in Level
  (or if your character starts above
  1st Level), he or she may choose
  to gain Levels in one or more
  new classes instead of only
  advancing in a single class.
  Adding secondary or tertiary classes gives the character different
  advantages, but progression in the new classes occur at the expense of
  advancement in the character’s other classes.
  For example, if your character is the lone Magical Girl in her
  adventuring group, she may decide to advance in that class only. If a new
  Magical Girl also joins the team, the two characters may decide to gain
  several Levels in the Sentai Member class to compliment each
  other’s abilities before progressing in the Magical Girl class
  once again. While your character continues gaining Sentai Member
  Levels, her current Magical Girl Level remains the same and does not
  increase. When she decides to start advancing in the Magical Girl class
  again, the Sentai Member Level remains constant. Your character can
  only advance a single Level in one class at a time.
  For more information on the multiclass character, see the
  Player’s Handbook. Though BESM d20 characters do not
  usually suffer Experience Point (XP) penalties for
  multiclassing, the Game Master may decide otherwise.
  LEVEL BONUSES
  All classes gain various character bonuses at each
  Level, the exact type and when depends on the specific
  class. The bonuses granted to each class are presented in a
  chart in their respective sections.
  BASE SAVE BONUS
  The two numbers listed under Base Save Bonus
  in Table 5-2 are added to your character’s saving
  throws — Fortitude (Fort) Save, Reflex (Ref) Save,
  and Willpower (Will) Save. To determine whether
  the lower or higher bonus applies to each specific
  saving throw, see the appropriate class progression
  chart for your character. These bonuses are
  cumulative for multiclass characters.
  BASE ATTACK BONUS
  When attacking in combat (see Combat, page 114), your character
  adds his or her Base Attack Bonus to the attack check. The bonus
  associated with each class is listed in Table 5-2. The first number reflects
  the bonus applied to the character’s first attack, and any additional
  attacks provided by the Extra Attacks Attribute (see page 47). Numbers
  after the slash indicate additional attacks at reduced bonuses. For
  example, “+15/+10/+5” means the character has three attacks each
  round: the first at a +15 bonus, the second at a +10 bonus, and the third
  at a +5 bonus.
  The first Base Attack Bonus is cumulative for multiclass characters,
  which will determine how many additional attacks the character can
  make and their bonuses. Additional attacks are gained once the
  character’s lowest Base Attack Bonus reaches +6, +11, or +16; an
  additional attack is then gained at a +1. For example, a 12th Level
  Samurai/8th Level Giant Robot has individual Base Attack Bonuses of
  +12/+7/+2 and +6/+1. The character’s combined first bonus equals
  +18 (12 + 6 = 18). Consequently, the character’s combined Base
  Attack Bonus is +18/+13/+8/+3. See Table 5-2 for sample Base
  Attack Bonus progression.
  TABLE 5-1: BESM d20 CLASSES
  Adventurer
  Magical Girl
  Samurai
  Dynamic Sorcerer
  Martial Artist
  Sentai Member
  Giant Robot
  Mecha Pilot
  Shapechanger
  Gun Bunny
  Ninja
  Student
  Hot Rod
  Pet Monster Trainer
  Tech Genius
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  15
  CHAPTER 5:
  CLASSES
  Beyond 20th Level
  Once a character reaches 20th Level, advancing beyond is
  handled a little differently.  While the XP needed to achieve
  higher Levels follows a logical progression [XP needed for Level Y
  = (Level Y-1) x 1,000], the character no longer receives anything
  automatically at reaching a higher Level: no Base Attack Bonus
  increase, no save increase, no extra Hit Points, no additional
  Skills, etc.  Instead, the character gains +10 Character Points at
  each new Level, which can be used to acquire Attributes, Feats,
  and Ability Scores the character desires.
  GAINING ATTRIBUTE RANKS
  When an Attribute is listed in the Special section of each specific
  class progression chart, your character gains a Rank in that Attribute
  upon achieving that class Level. If the character already possesses one or
  more Ranks in that Attribute, his or her Rank is increased by one. If the
  Attribute is new for the character, he or she gains the Attribute at Rank
  1. You can determine specific details regarding the Attribute with GM
  approval. For example, if your character gains the Special Attack
  Attribute (page 61), you should add Attack Abilities and Disabilities as
  appropriate for your character, and then discuss your ideas with your
  Game Master. With the Game Master’s approval, any Attribute Ranks
  gained through Level progression can be exchanged for a number of
  Character Points equivalent to the cost of the Attribute through the
  Incomplete Training Defect (page 91).
  Unless specified otherwise, abilities listed in the Special section refer
  to Attributes (page 37).
  CHARACTER POINT BONUSES
  When Character Points are listed as a Level progression Special
  bonus, you can spend them to: increase Ability Scores, increase Attribute
  Ranks, obtain new Attributes, add new Feats, acquire new or raise
  existing Skills (through the Highly Skilled Attribute), or eliminate
  current Defects. The Character Point cost for these modifications is the
  same as it is during character creation. If you prefer, Character Points can
  be saved for future allocation (with GM permission).
  LEVEL BENEFITS
  See Table 5-3: Level-Dependent Benefits and the Player’s Handbook
  for information regarding Level advancement.
  MAXIMUM SKILL RANKS (OPTIONAL)
  The maximum number of Skill Ranks your character can have in a
  class Skill, if your Game Master uses this optional rule, is equal to his or
  her character Level + 3. For cross-class Skills, the maximum is one-half
  the maximum for a class Skill. Class and cross-class Skills are listed with
  the descriptions for each class.
  FEATS
  In addition to specific class benefits, your character gain one Feat at 1st
  Level (two if he or she is a human) and an additional Feat at 3rd, 6th, 9th,
  12th, 15th, and 18th character (not class) Level, as listed in Table 5-3. 
  ABILITY SCORE INCREASE
  At 4th, 8th, 12th, 16th, and 20th character (not class) Level, your
  character increases one of his or her Ability Scores (your choice which
  Score) by one Point. 
  CLASS DESCRIPTIONS
  BESM d20 presents 15 new character classes appropriate for a wide
  range of anime adventures. The classes are presented in alphabetical
  order, and outline important information you need to better understand
  the nature and game mechanics of the class.
  Alternatively, you may select a class from the Player’s Handbook for
  your character (with GM approval). Details on how BESM d20 converts
  the standard fantasy classes to a point-based system are presented at the
  end of this chapter.
  SIZE NOTES
  The default size for all classes (including Giant Robots) is medium,
  unless the GM decides otherwise. Characters may be created at an
  alternate size, however, using the Character Point costs given in Table 
  10-1: Size Categories (page 97). The GM may modify these size costs as
  appropriate (see Table 10-3: Size Cost Modifiers; page 97).
  TABLE 5-2: BASE ATTACK BONUSES
  Giant Robot
  Hot Rod
  Magical Girl
  Adventurer
  Mecha Pilot
  Dynamic Sorcerer
  Base
  Gun Bunny
  Ninja
  Pet Monster Trainer
  Class
  Save
  Martial Artist Sentai Member
  Student
  Level
  Bonus
  Samurai
  Shapechanger
  Tech Genius
  1
  +0/+2
  +1
  +0
  +0
  2
  +0/+3
  +2
  +1
  +1
  3
  +1/+3
  +3
  +2
  +1
  4
  +1/+4
  +4
  +3
  +2
  5
  +1/+4
  +5
  +3
  +2
  6
  +2/+5
  +6/+1
  +4
  +3
  7
  +2/+5
  +7/+2
  +5
  +3
  8
  +2/+6
  +8/+3
  +6/+1
  +4
  9
  +3/+6
  +9/+4
  +6/+1
  +4
  10
  +3/+7
  +10/+5
  +7/+2
  +5
  11
  +3/+7
  +11/+6/+1
  +8/+3
  +5
  12
  +4/+8
  +12/+7/+2
  +9/+4
  +6/+1
  13
  +4/+8
  +13/+8/+3
  +9/+4
  +6/+1
  14
  +4/+9
  +14/+9/+4
  +10/+5
  +7/+2
  15
  +5/+9
  +15/+10/+5
  +11/+6/+1
  +7/+2
  16
  +5/+10
  +16/+11/+6/+1
  +12/+7/+2
  +8/+3
  17
  +5/+10
  +17/+12/+7/+2
  +12/+7/+2
  +8/+3
  18
  +6/+11
  +18/+13/+8/+3
  +13/+8/+3
  +9/+4
  19
  +6/+11
  +19/+14/+9/+4
  +14/+9/+4
  +9/+4
  20
  +6/+12
  +20/+15/+10/+5
  +15/+10/+5
  +10/+5
  TABLE 5-3: LEVEL-DEPENDENT BENEFITS
  Maximum Skill
  Ability
  Character
  Experience
  Ranks (Optional)
  Feats
  Score
  Level
  (XP)
  Class Cross-Class
  Increases
  1
  0
  4
  2
  +1
  -
  2
  1,000
  5
  2
  -
  -
  3
  3,000
  6
  3
  +1
  -
  4
  6,000
  7
  3
  -
  +1
  5
  10,000
  8
  4
  -
  -
  6
  15,000
  9
  4
  +1
  -
  7
  21,000
  10
  5
  -
  -
  8
  28,000
  11
  5
  -
  +1
  9
  36,000
  12
  6
  +1
  -
  10
  45,000
  13
  6
  -
  -
  11
  55,000
  14
  7
  -
  -
  12
  66,000
  15
  7
  +1
  +1
  13
  78,000
  16
  8
  -
  -
  14
  91,000
  17
  8
  -
  -
  15
  105,000
  18
  9
  +1
  -
  16
  120,000
  19
  9
  -
  +1
  17
  136,000
  20
  10
  -
  -
  18
  153,000
  21
  10
  +1
  -
  19
  171,000
  22
  11
  -
  -
  20
  190,000
  23
  11
  -
  +1
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  16
  CHAPTER 5:
  CLASSES
  OTHER CLASSES
  The adaptability that characterises an
  Adventurer helps him or her get along well with
  almost everybody, although this does not exempt
  personality clashes and romantic rivalries with other
  people without regard to their callings. Their insatiable
  thirst for excitement brings them closer to Hot Rods and
  Gun Bunnies. Sentai Members and Magical Girls are
  natural trouble magnets and “trouble” may be the
  Adventurer’s presence itself. They have no particular
  relationship with Giant Robots, Tech Geniuses, or
  Dynamic Sorcerers, but their oddities attract an
  Adventurer’s curiosity. They adapt easily to the rest of
  the classes if they have a common interest, complicating
  each other’s existence just by being close.
  HIT DICE AND ABILITY SCORES
  The Adventurer uses d4 Hit Dice.
  Any Ability can be useful to the Adventurer —
  the “classless” class of BESM d20. The most important
  Ability depends on the character concept.
  CLASS SKILLS AND SKILL POINTS
  All non-combat Skills are class Skills for the
  Adventurer.
  • SKILL POINTS AT 1ST LEVEL
  (4 + Int Modifier) x 4
  • SKILL POINTS AT EACH ADDITIONAL LEVEL
  4 + Int modifier
  SPECIAL NOTE
  The power level of an Adventurer is lower than that for all
  other classes (6% fewer Character Points over 20 Levels), but
  the Adventurer’s unrestricted gain of 5 Character Points each
  Level provides the greatest degree of flexibility. Consequently,
  the Adventurer class balances well with other classes. 
  ADVENTURER
  Abandoned ruins, secured locations, and
  tales of lost or hard-to-get treasure are like a
  siren’s call for the Adventurer, whose penchant for
  getting into trouble gives him or her endless
  opportunities to develop potential that would
  otherwise remain untapped. Adventurers are a varied
  lot, as likely to find themselves exchanging
  witticisms in a social gathering as they are to
  swing from a dangling chain in a crumbling
  tomb. Depending on their personal
  preferences, they can specialise in
  particular areas, but one thing will
  always remain true: wherever they
  are, they can expect to run into
  trouble ... even if they are not
  actively seeking it out.
  CHARACTERISTICS
  Adventurers are flexibility
  personified. With no particular
  feature to distinguish them, they
  have the freedom to become
  whatever they want to be. They
  are not particularly strong or
  innately talented, but they make up for it with dedication
  and courage. They can learn any trade they want and become
  increasingly better at it as they grow in experience. During their
  adventures, they discover many things about themselves and can
  awaken abilities that lay dormant until then, surprising friends
  and foes alike with each new development. They have few limits
  except those that they set for themselves.
  TABLE 5-4: ADVENTURER
  Base
  Ref 
  Will 
  Fort
  Level
  Attack Bonus
  Save
  Save
  Save
  Special
  1
  +0
  +0
  +0
  +0
  +5 Character Points
  2
  +1
  +0
  +0
  +0
  +5 Character Points
  3
  +1
  +1
  +1
  +1
  +5 Character Points
  4
  +2
  +1
  +1
  +1
  +5 Character Points
  5
  +2
  +1
  +1
  +1
  +5 Character Points
  6
  +3
  +2
  +2
  +2
  +5 Character Points
  7
  +3
  +2
  +2
  +2
  +5 Character Points
  8
  +4
  +2
  +2
  +2
  +5 Character Points
  9
  +4
  +3
  +3
  +3
  +5 Character Points
  10
  +5
  +3
  +3
  +3
  +5 Character Points
  11
  +5
  +3
  +3
  +3
  +5 Character Points
  12
  +6/+1
  +4
  +4
  +4
  +5 Character Points
  13
  +6/+1
  +4
  +4
  +4
  +5 Character Points
  14
  +7/+2
  +4
  +4
  +4
  +5 Character Points
  15
  +7/+2
  +5
  +5
  +5
  +5 Character Points
  16
  +8/+3
  +5
  +5
  +5
  +5 Character Points
  17
  +8/+3
  +5
  +5
  +5
  +5 Character Points
  18
  +9/+4
  +6
  +6
  +6
  +5 Character Points
  19
  +9/+4
  +6
  +6
  +6
  +5 Character Points
  20
  +10/+5
  +6
  +6
  +6
  +5 Character Points
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  17
  CHAPTER 5:
  CLASSES
  out of place when dealing with a Tech Genius or Giant Robot
  and try to keep their distance from them, as they do with
  the violent approach of Hot Rods, Gun Bunnies, Mecha
  Pilots, and Sentai Members. Samurai distrust the
  Dynamic Sorcerers unless their power comes from a
  traditional source, while Students and Adventurers feel
  the pull of the sorcerer’s enigmatic nature.
  HIT DICE AND ABILITY SCORES
  The Dynamic Sorcerer uses d4 Hit Dice.
  At first Level, the Dynamic Sorcerer must
  choose one of Intelligence, Wisdom, or Charisma.
  This choice will determine the Ability used to
  determine how powerful his or her spells are. To
  cast a spell, the Dynamic Sorcerer must have
  their chosen Ability Score equal to or greater
  than 10 + the spell’s Level. The Difficulty
  Class of a saving throw against a
  Dynamic Sorcerer’s spell is 10 + the
  spell’s Level + the modifier for the
  Dynamic Sorcerer’s chosen Ability.
  Both a high Dexterity and a high
  Constitution are useful to a Dynamic
  Sorcerer since he or she lacks heavy
  combat abilities and Hit Points.
  CLASS SKILLS AND SKILL POINTS
  The Dynamic Sorcerer’s class
  Skills (and the key Ability for each)
  are: Concentration (Con), Diplomacy
  (Cha), Knowledge: Arcane (Int),
  Knowledge: Foreign Culture (Int),
  K n o w l e d g e :  O c c u l t  ( I n t ) ,
  Knowledge: Religion (Int),
  Knowledge: Streetwise (Int),
  Profession (Int), Research (Int),
  Sleight of Hand (Dex), Speak
  Languages (Int), Spot (Wis), and
  Special Ranged Attack.
  • SKILL POINTS AT 1ST LEVEL
  (4 + Int Modifier) x 4
  • SKILL POINTS AT EACH ADDITIONAL LEVEL
  4 + Int modifier
  DYNAMIC SORCERER
  Magic is a very real force and there
  is no one better to prove it than the
  Dynamic Sorcerer. A being of power
  incarnate, the Dynamic Sorcerer knows
  how to harness the hidden energies that
  move the world and shape them into
  whatever form he or she desires. Such
  mystical knowledge can come from a variety
  of sources, whether wrenched from the
  secrets of an ancient civilisation, inherited
  from an occult tradition, or granted by
  powerful entities. Sometimes, the Dynamic
  Sorcerer may not even be human, but an
  otherworldly being whose very nature allows it
  to use magic at will.
  CHARACTERISTICS
  The main feature that distinguishes
  Dynamic Sorcerers from other people is
  their ability to use magic. This power
  develops slowly over time, manifesting
  in the spells they can cast and in the
  deepening of their understanding. The
  Dynamic Sorcerer’s stores of energy also
  expand to fuel his or her increasing mystical
  might. The path of magic requires that the
  sorcerer be knowledgeable in order to understand
  what he or she is doing and, more importantly,
  how. Magic offers insight as well, and Dynamic
  Sorcerers grow as people at the same time that
  they grow in power.
  OTHER CLASSES
  Dynamic Sorcerers feel more
  comfortable with other classes that have a
  relationship with the occult, such as
  Magical Girls, Shapechangers, and some Pet
  Monster Trainers. Martial Artists and
  Ninja, with their limited command of
  mystical forces, sometimes associate cautiously
  with these magicians. Dynamic Sorcerers feel
  TABLE 5-5: DYNAMIC SORCERER
  Base
  Ref
  Will
  Fort
  Level
  Attack Bonus
  Save
  Save
  Save
  Special
  1
  +0
  +0
  +2
  +0
  Dynamic Sorcery +1
  2
  +1
  +0
  +3
  +0
  +2 Character Points
  3
  +1
  +1
  +3
  +1
  Dynamic Sorcery +1
  4
  +2
  +1
  +4
  +1
  +2 Character Points
  5
  +2
  +1
  +4
  +1
  Dynamic Sorcery +1
  6
  +3
  +2
  +5
  +2
  +2 Character Points
  7
  +3
  +2
  +5
  +2
  Dynamic Sorcery +1
  8
  +4
  +2
  +6
  +2
  +2 Character Points
  9
  +4
  +3
  +6
  +3
  Dynamic Sorcery +1
  10
  +5
  +3
  +7
  +3
  +2 Character Points
  11
  +5
  +3
  +7
  +3
  Dynamic Sorcery +1
  12
  +6/+1
  +4
  +8
  +4
  +2 Character Points, Energy Bonus +1
  13
  +6/+1
  +4
  +8
  +4
  Dynamic Sorcery +1
  14
  +7/+2
  +4
  +9
  +4
  +2 Character Points
  15
  +7/+2
  +5
  +9
  +5
  Dynamic Sorcery +1
  16
  +8/+3
  +5
  +10
  +5
  +2 Character Points
  17
  +8/+3
  +5
  +10
  +5
  Dynamic Sorcery +1
  18
  +9/+4
  +6
  +11
  +6
  +2 Character Points, Energy Bonus +1
  19
  +9/+4
  +6
  +11
  +6
  Dynamic Sorcery +1
  20
  +10/+5
  +6
  +12
  +6
  +2 Character Points
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  18
  CHAPTER 5:
  CLASSES
  OTHER CLASSES
  A Tech Genius is the Giant Robot’s best friend, with the
  Sentai Member the most trusted companion. Mecha Pilots
  relate strangely with Giant Robots, mostly
  because they keep looking for the cockpit.
  There are tales of Giant Robots that can
  interface with the mystical forces of
  Dynamic Sorcerers and Magical Girls, but
  such models are extremely rare. Martial
  Artists, Samurai, and Ninja do not hold
  mechanical power in high esteem, and Pet
  Monster Trainers, Hot Rods, and Gun Bunnies
  prefer their own “mascots.” Students and
  Adventurers regularly befriend Giant Robots.
  HIT DICE AND ABILITY SCORES
  The Giant Robot uses d10 Hit Dice
  Dexterity is important to a Giant Robot
  because of its lack of Constitution. Avoiding attacks
  means damage will make it through the Armour
  less frequently. Strength is important for any
  Giant Robot engaging in melee combat and a high
  Intelligence will help with its Skills.
  A Giant Robot must acquire the Construct race
  (costs 4 Character Points) to represent its mechanical
  body (see page 13).
  CLASS SKILLS AND SKILL POINTS
  The Giant Robot’s class Skills (and
  the key Ability for each) are: Computer
  Use (Int), Drive (Int or Dex), Knowledge:
  Electronics (Int), Knowledge: Mechanics
  (Int), Knowledge: Military Sciences (Int),
  Knowledge: Police Sciences (Int),
  Powerlifting (Str), Repair (Int), Speak
  Languages (Int), Heavy Weapons, Melee
  Attack, Special Ranged Attack, and
  Unarmed Defence.
  • SKILL POINTS AT 1ST LEVEL
  (2 + Int Modifier) x 4
  • SKILL POINTS AT EACH ADDITIONAL LEVEL
  2 + Int modifier
  GIANT ROBOT
  An observer should not be fooled by the
  unchanging expression of the Giant Robot’s
  electronic eyes, because there is surely
  something deep going on behind
  them. Giant Robots are the last
  step in technological
  evolution, scientific wonders
  that astound everyone by their
  lifelike movements and, above all,
  their free will. Giant Robots range in
  temperament from the angst-
  ridden soul-searchers and
  psychopathic war machines to
  the naïve innocents and the
  stalwart protectors ... just
  like other beings, but
  with rocket thrusters
  and deadly weapons. A
  Giant Robot is certainly
  more than meets the eye.
  CHARACTERISTICS
  Despite appearances, Giant
  Robots are not really alive; they
  are machines that do not get
  sick, do not need food, and do
  not even need to breathe. As
  machines, they have certain
  advantages over living
  o r g a n i s m s :  t h e y  c a n
  customise their bodies.
  Under thick metal armour,
  Giant Robots can hide all
  sorts of equipment and
  can keep adding and
  changing parts as
  desired. Further
  tinkering gives them
  the power to fly, adds even tougher
  armour, increases their size, and gives them the power to destroy
  buildings ... and their opponents.
  TABLE 5-6: GIANT ROBOT
  Base
  Ref
  Will
  Fort
  Level
  Attack Bonus
  Save
  Save
  Save
  Special
  1
  +0
  +0
  +0
  +2
  Features +1
  2
  +1
  +0
  +0
  +3
  Armour +1
  3
  +2
  +1
  +1
  +3
  +2 Character Points
  4
  +3
  +1
  +1
  +4
  Flight +1
  5
  +3
  +1
  +1
  +4
  +3 Character Points
  6
  +4
  +2
  +2
  +5
  Massive Damage +1
  7
  +5
  +2
  +2
  +5
  Armour +1, Features +1
  8
  +6/+1
  +2
  +2
  +6
  +2 Character Points
  9
  +6/+1
  +3
  +3
  +6
  Flight +1
  10
  +7/+2
  +3
  +3
  +7
  Size Change (Growth) +1
  11
  +8/+3
  +3
  +3
  +7
  Features +1, Flight +1
  12
  +9/+4
  +4
  +4
  +8
  Armour +1
  13
  +9/+4
  +4
  +4
  +8
  +2 Character Points
  14
  +10/+5
  +4
  +4
  +9
  Massive Damage +1
  15
  +11/+6/+1
  +5
  +5
  +9
  +3 Character Points
  16
  +12/+7/+2
  +5
  +5
  +10
  Features +1
  17
  +12/+7/+2
  +5
  +5
  +10
  Armour +1
  18
  +13/+8/+3
  +6
  +6
  +11
  Flight +1
  19
  +14/+9/+4
  +6
  +6
  +11
  +2 Character Points 
  20
  +15/+10/+5
  +6
  +6
  +12
  +4 Character Points
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  19
  CHAPTER 5:
  CLASSES
  are good bragging buddies. To their eyes, a Tech Genius is the
  techie version of a Dynamic Sorcerer — both nerds that rely
  on huge power sources to do their thing. Pet Monster
  Trainers fall under the same wimpy category along with
  Students. Sentai Members and Adventurers can gain the
  Gun Bunny’s friendship and respect with their deeds,
  not their words.
  HIT DICE AND ABILITY SCORES
  The Gun Bunny uses d8 Hit Dice.
  Dexterity is the most important Ability for a
  Gun Bunny. Most combat is ranged, and a Gun Bunny is
  more focused on avoiding damage than
  enduring it. Strength and
  Constitution are also important
  since a Gun Bunny does engage in
  many battles. Finally, a high Charisma
  is useful as well; several vital class Skills
  depend on it.
  CLASS SKILLS AND SKILL POINTS
  The Gun Bunny’s class Skills (and the key Ability for
  each) are: Balance (Dex), Bluff (Cha), Climb (Str),
  Demolitions (Int), Gamble (Wis), Gather Information
  (Cha), Intimidate (Cha), Investigate (Int), Jump (Str),
  Knowledge: Police Sciences (Int), Listen (Wis),
  Powerlifting (Str), Read Lips (Int), Seduction (Cha),
  Sense Motive (Wis), Speak Languages (Int), Sports (Str,
  Dex, or Con), Spot (Wis), Archery, Gun Combat, and
  Ranged Defence.
  • SKILL POINTS AT 1ST LEVEL
  (4 + Int Modifier) x 4
  • SKILL POINTS AT EACH ADDITIONAL LEVEL
  4 + Int modifier
  GUN BUNNY
  The smell of smoking gunpowder is the perfect drug
  for a Gun Bunny — male or female. Those who walk
  technology’s razor edge will prefer burning ozone, but
  the effect is the same. Gun Bunnies are all about their
  personal weapons, sharp-shooting, and blasting their
  way through any obstacle. Although many people see
  the Gun Bunny as a crazed force of destruction, there
  are as many cool, silent, and dark strangers as there
  are trigger-happy psychos. Snipers, law
  enforcement, outlaws, bounty hunters (and
  bounty hunted) are amongst the most common
  careers for the Gun Bunnies, where their talent
  is appreciated and they can get easy permit to
  carry their beloved guns.
  CHARACTERISTICS
  When a Gun Bunny enters combat, he
  or she enters it with style. Gun Bunnies’
  reflexes and cool hands are almost
  superhuman and they can draw a gun at
  an opponent’s head before anyone
  can blink. As they become
  better, they learn to
  carry more weapons
  t h a n  p h y s i c a l l y
  possible, not to mention the variety of trick shots
  they master, such as shooting with their eyes closed
  and doing the damage of a mortar shell with a simple
  submachine gun. People think that there must be a
  higher power looking out for the Gun Bunny for all
  the gunfights he or she walks away from.
  OTHER CLASSES
  Hot Rods give wheels to Gun Bunnies’
  firepower. A Gun Bunny grins with glee when
  facing the challenge of a Giant Robot, and scoffs
  at the antiquated (and in their opinion, obsolete)
  fighting styles of Martial Artists, Samurai, and
  Ninja. They like Mecha Pilots if only because they
  TABLE 5-7: GUN BUNNY
  Base
  Ref
  Will
  Fort
  Level
  Attack Bonus
  Save
  Save
  Save
  Special
  1
  +1
  +2
  +0
  +0
  Improved Initiative Feat
  2
  +2
  +3
  +0
  +0
  Divine Relationship +1
  3
  +3
  +3
  +1
  +1
  Massive Damage +1
  4
  +4
  +4
  +1
  +1
  Blind-Shoot Feat
  5
  +5
  +4
  +1
  +1
  Portable Armoury Feat
  6
  +6/+1
  +5
  +2
  +2
  Weapons Encyclopaedia Feat
  7
  +7/+2
  +5
  +2
  +2
  Divine Relationship +1
  8
  +8/+3
  +6
  +2
  +2
  Judge Opponent Feat, Massive Damage +1
  9
  +9/+4
  +6
  +3
  +3
  +2 Character Points
  10
  +10/+5
  +7
  +3
  +3
  Defensive Combat Mastery +1
  11
  +11/+6/+1
  +7
  +3
  +3
  +2 Character Points
  12
  +12/+7/+2
  +8
  +4
  +4
  Steady Hand Feat
  13
  +13/+8/+3
  +8
  +4
  +4
  Divine Relationship +1, Massive Damage +1
  14
  +14/+9/+4
  +9
  +4
  +4
  Defensive Combat Mastery +1
  15
  +15/+10/+5
  +9
  +5
  +5
  +2 Character Points, Accuracy Feat 
  16
  +16/+11/+6/+1
  +10
  +5
  +5
  Two-Weapon Fighting Feat
  17
  +17/+12/+7/+2
  +10
  +5
  +5
  Divine Relationship +1
  18
  +18/+13/+8/+3
  +11
  +6
  +6
  Massive Damage +1
  19
  +19/+14/+9/+4
  +11
  +6
  +6
  Defensive Combat Mastery +1
  20
  +20/+15/+10/+5
  +12
  +6
  +6
  +2 Character Points, Improved Initiative Feat 
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  20
  CHAPTER 5:
  CLASSES
  OTHER CLASSES
  Hot Rods and Mecha Pilots have a lot in
  common and therefore share a friendly rivalry. They
  understand the spiritual connection of the
  Samurai with their katana, as well as the Gun
  Bunnies’ attachment to their guns. Magical
  Girls, Pet Monster Trainers, and Sentai
  Members are targets to be run over more
  often than they are friends. Martial
  Artists and Ninja get grouped under the
  “crazy kung-fu” banner, but Hot Rods can
  respect their fighting prowess. A Tech
  Genius is a highly useful mechanic
  by his or her standards, while
  Students and Adventurers make for
  good flunkies. Dynamic Sorcerers and
  Giant Robots are two questions that a
  Hot Rod prefers to leave unanswered.
  HIT DICE AND ABILITY SCORES
  The Hot Rod uses d8 Hit Dice.
  Intelligence and Dexterity are the
  two key Abilities for a Hot Rod. Dexterity
  helps with his or her reflexes and agility and
  Intelligence helps with Skills and Attributes.
  Charisma is also important, since many
  activities of this class involve social situations.
  CLASS SKILLS AND SKILL POINTS
  The Hot Rod’s class Skills (and the key Ability
  for each) are: Bluff (Cha), Disable Device (Int), Drive
  (Int or Dex), Gamble (Wis), Investigate (Int),
  Knowledge: Area (Int), Knowledge: Mechanics
  (Int), Knowledge: Police Sciences (Int), Navigate
  (Int), Pilot (Int or Dex), Read Lips (Int), Repair
  (Int), Ride (Dex), Seduction (Cha), Sense
  Motive (Wis), Speak Languages (Int), Spot (Wis),
  Gun Combat, Melee Attack, Unarmed Attack, and Unarmed Defence. 
  • SKILL POINTS AT 1ST LEVEL
  (4 + Int Modifier) x 4
  • SKILL POINTS AT EACH ADDITIONAL LEVEL
  4 + Int modifier
  HOT ROD
  Hot Rods feel the need — the need for speed. Leading
  as fast a life as they can, they live with one foot on the
  accelerator and the other on the clutch (no self-respecting Hot
  Rod will drive an automatic!). Cocky and self-assured, Hot
  Rods have a certain magnetism that they carry with them
  even when they get out of their
  cars and off their motorcycles.
  They are damn proud of their
  vehicle and will do anything to
  make sure it is always in top
  condition, going so far as to risk
  their lives for a part they
  want or mouthing off to the
  fool who dares to sit on the
  chromed bumper.
  CHARACTERISTICS
  The telltale sign of
  a Hot Rod is his or her set
  of wheels; it is a badge of
  honour, a trusted
  friend, and a symbol
  of freedom. Not
  content to just
  drive it, the
  Hot Rod has
  e n o u g h
  mechanical
  skills to fix
  and enhance
  it. Since top-
  notch parts
  cost money, however, the Hot Rod often
  develops ties with an organisation that funds
  his expenses or gives him work to pay for
  them. Their natural charisma attracts
  followers in the form of pit crews, gear heads,
  co-pilots, and navigators. They can keep their
  cool under the most harrowing circumstances,
  never losing their grip on the wheel and the stick
  shift.
  TABLE 5-8: HOT ROD
  Base
  Ref
  Will
  Fort
  Level
  Attack Bonus
  Save
  Save
  Save
  Special
  1
  +0
  +2
  +0
  +0
  Personal Gear (Car) +1
  2
  +1
  +3
  +0
  +0
  Mechanical Genius +1
  3
  +2
  +3
  +1
  +1
  Flunkies +1, Item of Power (Car-related) +1
  4
  +3
  +4
  +1
  +1
  Organisational Ties +1, Personal Gear (Car) +1
  5
  +3
  +4
  +1
  +1
  +5 Character Points, Divine Relationship +1
  6
  +4
  +5
  +2
  +2
  Steady Hand Feat
  7
  +5
  +5
  +2
  +2
  Personal Gear (Car) +1
  8
  +6/+1
  +6
  +2
  +2
  Aura of Command +1, Wealth +1
  9
  +6/+1
  +6
  +3
  +3
  Item of Power (Car-related) +1
  10
  +7/+2
  +7
  +3
  +3
  +5 Character Points, Personal Gear (Car) +1
  11
  +8/+3
  +7
  +3
  +3
  Flunkies +1, Organisational Ties +1
  12
  +9/+4
  +8
  +4
  +4
  Mechanical Genius +1
  13
  +9/+4
  +8
  +4
  +4
  Personal Gear (Car) +1
  14
  +10/+5
  +9
  +4
  +4
  Improved Initiative Feat, Item of Power (Car-related) +1
  15
  +11/+6/+1
  +9
  +5
  +5
  +3 Character Points, Divine Relationship +1
  16
  +12/+7/+2
  +10
  +5
  +5
  Aura of Command +1, Personal Gear (Car) +1
  17
  +12/+7/+2
  +10
  +5
  +5
  Defensive Combat Mastery +1, Wealth +1
  18
  +13/+8/+3
  +11
  +6
  +6
  Flunkies +1, Organisational Ties +1
  19
  +14/+9/+4
  +11
  +6
  +6
  Defensive Combat Mastery +1
  20
  +15/+10/+5
  +12
  +6
  +6
  +5 Character Points, Divine Relationship +1
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  21
  CHAPTER 5:
  CLASSES
  OTHER CLASSES
  Pet Monster Trainers understand Magical
  Girls’ plights with their servant/mentor and the
  two get along well. Dynamic Sorcerers are also
  good companions, since they usually share the
  same goals and methods. Students and
  Adventurers will often be objects of the
  Magical Girls’ affection or trusted allies.
  They admire the abilities of the Martial
  Artists, Samurai, and Ninja and wish they
  could fight just as well. They tend to
  dislike Hot Rods and Gun Bunnies,
  although they too, can become a
  romantic focus for a Magical Girl.
  HIT DICE AND ABILITY SCORES
  The Magical Girl uses d8
  Hit Dice
  A Magical Girl usually has a
  high Dexterity; she does not typically
  wear armour preferring to use a
  variety of flips and tumbles
  during combat. Wisdom is also
  important since the Magical Girl
  is usually on a path of higher
  understanding. A Magical Girl
  will often have a higher-than-
  average Charisma as well.
  CLASS SKILLS AND
  SKILL POINTS
  The Magical Girl’s class
  Skills (and the key Ability for
  each) are: Balance (Dex), Jump (Str), Knowledge: Arcane (Int),
  Knowledge: Cultural Arts (Int), Knowledge: Occult (Int), Perform (Cha),
  Power Usage (Varies), Profession (Int), Speak Languages (Int), Sports (Str,
  Dex, or Con), Spot (Wis), Swim (Str), Tumble (Dex), Archery, Ranged
  Defence, Special Ranged Attack, and Thrown Weapons.
  • SKILL POINTS AT 1ST LEVEL
  (2 + Int Modifier) x 4
  • SKILL POINTS AT EACH ADDITIONAL LEVEL
  2 + Int modifier
  MAGICAL GIRL
  The forces of light sometimes choose the least likely
  candidate to be their defender. Enter the Magical
  Girl (or Magical Guy) — once a normal person
  with normal worries like snagging a boyfriend
  (or girlfriend, as the case may be), preparing
  for exams, or just eating
  the right food. With
  the appearance of a
  s t r a n g e  l i t t l e
  creature, however,
  everything changed.
  Now wielding a
  strange artefact that
  g r a n t s  w e i r d  a n d
  wonderful powers, the
  Magical Girl is charged with
  protecting friends, family, and often
  the rest of humanity. Oddly enough,
  nobody seems to recognise her (or him)
  under the costume.
  CHARACTERISTICS
  All Magical Girls have mentor
  friends, creatures that guide and
  advise them about their new
  role as protectors. The mentors
  try to teach them about magical
  powers as well, often with mixed
  results. Depending on the source of their
  powers, Magical Girls display special attacks
  that varies greatly for each individual, usually
  linked to a relic or special tool that
  unlocked their magical abilities.
  Battling against monsters much
  uglier than their worst
  nightmare, Magical Girls learn to
  jump very high, and with time to even fly as they learn new
  special attacks and unlock more power from their Items of
  Power.
  TABLE 5-9: MAGICAL GIRL
  Base
  Ref
  Will
  Fort
  Level
  Attack Bonus
  Save
  Save
  Save
  Special
  1
  +0
  +2
  +0
  +0
  Servant +4
  2
  +1
  +3
  +0
  +0
  Special Attack +1
  3
  +2
  +3
  +1
  +1
  Item of Power +1
  4
  +3
  +4
  +1
  +1
  Jumping +1, Rejuvenation +1
  5
  +3
  +4
  +1
  +1
  +2 Character Points, Flight +1
  6
  +4
  +5
  +2
  +2
  Item of Power +1
  7
  +5
  +5
  +2
  +2
  Special Attack +1
  8
  +6/+1
  +6
  +2
  +2
  +1 Character Point, Rejuvenation +1
  9
  +6/+1
  +6
  +3
  +3
  Item of Power +1
  10
  +7/+2
  +7
  +3
  +3
  +2 Character Points
  11
  +8/+3
  +7
  +3
  +3
  Flight +1
  12
  +9/+4
  +8
  +4
  +4
  Special Attack +1
  13
  +9/+4
  +8
  +4
  +4
  Item of Power +1
  14
  +10/+5
  +9
  +4
  +4
  +1 Character Point, Rejuvenation +1
  15
  +11/+6/+1
  +9
  +5
  +5
  +3 Character Points, Item of Power +1
  16
  +12/+7/+2
  +10
  +5
  +5
  Flight +1
  17
  +12/+7/+2
  +10
  +5
  +5
  Special Attack +1
  18
  +13/+8/+3
  +11
  +6
  +6
  Item of Power +1
  19
  +14/+9/+4
  +11
  +6
  +6
  Special Attack +1
  20
  +15/+10/+5
  +12
  +6
  +6
  +3 Character Points, Rejuvenation +1
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  22
  CHAPTER 5:
  CLASSES
  abuse tools and ignore their inner strength. Pet Monster Trainers
  are similar in this regard. They see an echo of their pursuit for
  perfection in the Magical Girl’s and Dynamic Sorcerer’s
  struggle to master their powers. Adventurers are somewhat
  of an annoyance, while Students and Shapechangers are
  either allies to be protected or bullies and monsters to be
  defeated.
  HIT DICE AND ABILITY SCORES
  The Martial Artist uses d10 Hit Dice.
  A pairing of high Abilities is important for a
  Martial Artist: at least one physical (Strength,
  Dexterity, or Constitution) and one social (Intelligence,
  Wisdom, or Charisma). The Martial Artist is a
  combatant that endeavours to balance him or herself both spiritually
  and physically. 
  CLASS SKILLS AND SKILL POINTS
  The Martial Artist’s class Skills (and the key Ability for each)
  are: Balance (Dex), Climb (Str), Controlled Breathing (Con),
  Craft (Int), Escape Artist (Dex), Jump (Str), Knowledge:
  Cultural Arts (Int), Knowledge: Occult (Int), Listen (Wis),
  Medical (Wis), Move Silently (Dex), Perform (Cha), Pick
  Pocket (Dex), Search (Int), Sense Motive (Wis), Speak
  Languages (Int), Spot (Wis), Tumble (Dex). Melee Attack,
  Melee Defence, Special Ranged Attack, Unarmed Attack,
  and Unarmed Defence. 
  • SKILL POINTS AT 1ST LEVEL
  (2 + Int Modifier) x 4
  • SKILL POINTS AT EACH ADDITIONAL LEVEL
  2 + Int modifier 
  MARTIAL ARTIST
  The idea that one’s own body is the best weapon is central
  to the martial artist’s philosophy — they make a very
  convincing argument when they break a wall with their bare
  fists. Products of rigorous training and discipline, Martial
  Artists are masters of unarmed combat, achieving with
  punches and kicks what others need weapons to do,
  and they are much flashier. A Martial Artist is
  protective of his abilities, treasuring his or her
  master’s teachings and upholding the honour of
  their fighting school against any opponent,
  particularly against other Martial Artists.
  CHARACTERISTICS
  Martial Artists do not need a weapon to
  inflict grievous bodily harm on their enemies. The
  best Martial Artists can even punch holes through
  armour. Coupled with such talent for hurting,
  Martial Artists also learn to avoid being hurt
  either by deflecting attacks or simply by not being
  there. As they become skilled at harnessing their
  inner energies, they acquire special attacks that can
  strike foes at a distance, suck the breath out of
  opponents, ignite flammable materials, and other
  effects that border on the magical. Their mystical
  awareness also allows them to fight under the most
  adverse conditions.
  OTHER CLASSES
  Although Martial Artists respect a
  Samurai’s discipline and a Ninja’s prowess, they
  still see their methods as inferior. Gun
  Bunnies, Hot Rods, Mecha Pilots, and Tech
  Geniuses are beneath their notice, since they
  TABLE 5-10: MARTIAL ARTIST
  Base
  Ref
  Will
  Fort
  Level
  Attack Bonus
  Save
  Save
  Save
  Special
  1
  +1
  +2
  +2
  +0
  Unarmed Attack Skill +2, Unarmed Defence Skill +2
  2
  +2
  +3
  +3
  +0
  Massive Damage (Unarmed Strikes) +1
  3
  +3
  +3
  +3
  +1
  Improved Initiative Feat
  4
  +4
  +4
  +4
  +1
  Judge Opponent Feat
  5
  +5
  +4
  +4
  +1
  Speed +1
  6
  +6/+1
  +5
  +5
  +2
  Special Attack +1 
  7
  +7/+2
  +5
  +5
  +2
  Massive Damage (Unarmed Strikes) +1
  8
  +8/+3
  +6
  +6
  +2
  Defence Combat Mastery +1
  9
  +9/+4
  +6
  +6
  +3
  Special Attack +1
  10
  +10/+5
  +7
  +7
  +3
  Improved Initiative Feat
  11
  +11/+6/+1
  +7
  +7
  +3
  +2 Character Points
  12
  +12/+7/+2
  +8
  +8
  +4
  Speed +1
  13
  +13/+8/+3
  +8
  +8
  +4
  Massive Damage (Unarmed Strikes) +1
  14
  +14/+9/+4
  +9
  +9
  +4
  Special Attack +1
  15
  +15/+10/+5
  +9
  +9
  +5
  Blind-Fight Feat
  16
  +16/+11/+6/+1
  +10
  +10
  +5
  +2 Character Points
  17
  +17/+12/+7/+2
  +10
  +10
  +5
  Special Attack +1
  18
  +18/+13/+8/+3
  +11
  +11
  +6
  +2 Character Points
  19
  +19/+14/+9/+4
  +11
  +11
  +6
  Massive Damage (Unarmed Strikes) +1
  20
  +20/+15/+10/+5
  +12
  +12
  +6
  +1 Character Point, Defence Combat Mastery +1
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  23
  CHAPTER 5:
  CLASSES
  friends with Tech Geniuses in order to get improvements to their
  machine. Since they may have been Students earlier in their lives, Mecha
  Pilots have many friends amongst them and may know one or two
  Magical Girls without even realising it. Shapechangers and
  Dynamic Sorcerers belong to an unexplainable world, and Martial
  Artists, Samurai, and Ninja to a bygone era.
  HIT DICE AND ABILITY SCORES
  The Mecha Pilot uses d8 Hit Dice.
  A high Dexterity is essential for a Mecha Pilot since
  many Skills are derived from manual dexterity and
  reaction speed. A high Charisma and Intelligence are
  also important; the Mecha Pilots must make informed
  decisions and rally the troops to carry on the good
  fight.
  CLASS SKILLS AND SKILL POINTS
  The Mecha Pilot’s class Skills (and the key
  Ability for each) are: Computer Use (Int),
  Demolitions (Int), Drive (Dex or Int), Knowledge:
  Electronics (Int), Knowledge: Law (Int),
  Knowledge: Mechanics (Int), Knowledge: Military
  Sciences (Int), Knowledge: Police Sciences (Int),
  Navigate (Int), Pilot (Dex or Int), Repair (Int), Speak
  Languages (Int), Spot (Wis), Heavy Weapons, Ranged
  Defence, and Special Ranged Attack. 
  • SKILL POINTS AT 1ST LEVEL
  (4 + Int Modifier) x 4
  • SKILL POINTS AT EACH ADDITIONAL LEVEL
  4 + Int modifier
  MECHA PILOT
  The field of battle looks very different when
  commanding a large, powerful war machine. Mecha
  Pilots know that they are the elite of any army, even if
  they stumbled upon their mecha by accident or they
  were saddled with the responsibility to pilot it. The
  Mecha Pilot’s life is marked by growth both as a
  warrior and a person, learning the controls of his or
  her great machine at the same time that they try to
  understand the basics of human behaviour.
  Although the mecha gives meaning to the Mecha
  Pilot’s existence, he or she must learn that real
  life starts once they leave their cockpits.
  CHARACTERISTICS
  The mecha dominates the Mecha
  Pilot’s life. They can own more equipment
  depending on their affiliations, but
  eventually they return to their great
  machine. They have a skill that precious few
  people have, and they develop an aura of
  mystique even if they hate themselves for it.
  Paramount to the mecha’s maintenance is the
  Mecha Pilot’s dependency on an organisation,
  which is often a country’s or planet’s military, but
  might even be a private concern bent on
  protecting the planet from outside threats.
  OTHER CLASSES
  Hot Rods and Mecha Pilots engage in
  friendly rivalries over their respective vehicles,
  and Sentai Members will often have mecha of
  their own. Giant Robots are a big and attractive
  enigma to the Mecha Pilot, and they make
  TABLE 5-11: MECHA PILOT
  Base
  Ref
  Will
  Fort
  Level
  Attack Bonus
  Save
  Save
  Save
  Special
  1
  +0
  +2
  +0
  +0
  Own a Big Mecha +1
  2
  +1
  +3
  +0
  +0
  Personal Gear +1
  3
  +2
  +3
  +1
  +1
  Aura of Command +1
  4
  +3
  +4
  +1
  +1
  Own a Big Mecha +1
  5
  +3
  +4
  +1
  +1
  Organisational Ties +1
  6
  +4
  +5
  +2
  +2
  Aura of Command +1
  7
  +5
  +5
  +2
  +2
  +2 Character Points
  8
  +6/+1
  +6
  +2
  +2
  Own a Big Mecha +1
  9
  +6/+1
  +6
  +3
  +3
  Aura of Command +1
  10
  +7/+2
  +7
  +3
  +3
  Organisational Ties +1
  11
  +8/+3
  +7
  +3
  +3
  +2 Character Points
  12
  +9/+4
  +8
  +4
  +4
  Own a Big Mecha +1
  13
  +9/+4
  +8
  +4
  +4
  +2 Character Points
  14
  +10/+5
  +9
  +4
  +4
  +2 Character Points
  15
  +11/+6/+1
  +9
  +5
  +5
  Aura of Command +1, Organisational Ties +1
  16
  +12/+7/+2
  +10
  +5
  +5
  Own a Big Mecha +1
  17
  +12/+7/+2
  +10
  +5
  +5
  +2 Character Points
  18
  +13/+8/+3
  +11
  +6
  +6
  Organisational Ties +1
  19
  +14/+9/+4
  +11
  +6
  +6
  Aura of Command +1
  20
  +15/+10/+5
  +12
  +6
  +6
  +2 Character Points, Own a Big Mecha +1
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  24
  CHAPTER 5:
  CLASSES
  distance from the technological focus of Mecha Pilots,
  Giant Robots, Hot Rods, and Tech Geniuses.
  Students, Adventurers, and Pet Monster Trainers
  are treated on a case-by-case basis.
  HIT DICE AND ABILITY SCORES
  The Ninja uses d8 Hit Dice.
  Dexterity is the key for a Ninja.
  This nimble and fast assassin needs
  agility for acrobatics and stealth.
  Wisdom and Intelligence are also
  important since it is important to
  know when and how to strike at
  an opponent.
  CLASS SKILLS AND
  SKILL POINTS
  The Ninja’s class Skills
  (and the key Ability for each)
  are: Balance (Dex), Bluff (Cha),
  Climb (Str), Controlled Breathing (Con),
  Disguise (Cha), Escape Artist (Dex),
  Forgery (Int), Gather Information (Cha),
  Hide (Dex), Intimidate (Cha), Jump (Str),
  Knowledge: Area (Int), Knowledge:
  Architecture (Int), Knowledge: Occult
  (Int), Knowledge: Streetwise (Int),
  Listen (Wis), Move Silently (Dex),
  Open Lock (Dex), Pick Pocket
  (Dex), Poisons (Int), Read Lips
  (Int), Search (Int), Sense Motive
  (Wis), Sleight of Hand (Dex), Speak Languages (Int), Spot (Wis), Survival
  (Wis), Tumble (Dex), Use Rope (Dex), Wilderness Lore (Wis), Wilderness
  Tracking (Int or Wis), Archery, Melee Attack, Thrown Weapons, Unarmed
  Attack, and Unarmed Defence. 
  • SKILL POINTS AT 1ST LEVEL
  (4 + Int Modifier) x 4
  • SKILL POINTS AT EACH ADDITIONAL LEVEL
  4 + Int modifier
  SPECIAL NOTE
  Ninja may only use the Teleport Attribute up to the maximum safe
  distance (see page 70 for details).
  NINJA
  Wrapped in mystery and shadow, Ninja have haunted the sleep
  of the powerful for centuries. Heirs to an ancestral
  tradition, the Ninja know a great variety of mystical
  secrets and guard them with great zeal from
  outsiders. The veil of secrecy they foster makes
  ordinary people believe them to be legends,
  and they would not have it any other way. A
  fearful reality clothed in myth, Ninja fight
  for many purposes; some are ruthless
  assassins for hire while, at the other
  extreme, they can also be like knights-
  errant, serving justice against tyrants,
  striking from anonymity.
  CHARACTERISTICS
  As masters of the shadow
  arts, Ninja learn various techniques
  dealing with agility and stealth.
  With practice, they can become as
  light as air and just as fast, capable
  of jumping to great heights, balancing on
  impossibly narrow surfaces, and always
  landing on their feet. They eventually learn to
  bend shadows and silence around them by sheer
  force of will, giving rise to the many legends
  about their powers. A vast array of exotic
  weaponry is another of their trademarks, along
  with the ability to disappear. A Ninja’s
  awareness does not stop with enhanced
  senses, but extend to mystical forces and
  even to the spirit world.
  OTHER CLASSES
  Ninja do not often associate with
  other classes except by necessity or by
  virtue of their normal lives. Their
  respect for Samurai and Martial Artists
  tends to be one-sided, and they enjoy besting Gun Bunnies in trickery vs.
  firepower combats. They share the Dynamic Sorcerer’s interest in the
  mystical arts and the Shapechanger’s aura of mystery. Some Ninja can be a
  close ally with a Magical Girl or a Sentai Member, but prefer to maintain a
  TABLE 5-12: NINJA
  Base
  Ref
  Will
  Fort
  Level
  Attack Bonus
  Save
  Save
  Save
  Special
  1
  +0
  +2
  +2
  +0
  Jumping +1, Personal Gear +1
  2
  +1
  +3
  +3
  +0
  Improved Initiative Feat
  3
  +2
  +3
  +3
  +1
  Heightened Senses (Hearing) +1, Sneak Attack Feat
  4
  +3
  +4
  +4
  +1
  Special Movement (Light-Footed) +1
  5
  +3
  +4
  +4
  +1
  +4 Character Points, Personal Gear +1
  6
  +4
  +5
  +5
  +2
  Jumping +1
  7
  +5
  +5
  +5
  +2
  Teleport +1, Sixth Sense (Sense Ki-Energy) +1
  8
  +6/+1
  +6
  +6
  +2
  Sneak Attack Feat, Environmental Control (Darkness) +1
  9
  +6/+1
  +6
  +6
  +3
  Speed +1, Heightened Sense (Sight) +1
  10
  +7/+2
  +7
  +7
  +3
  +3 Character Points, Improved Initiative Feat
  11
  +8/+3
  +7
  +7
  +3
  Jumping +1, Blind-Fight Feat
  12
  +9/+4
  +8
  +8
  +4
  Defensive Combat Mastery, Special Movement (Untrackable)
  13
  +9/+4
  +8
  +8
  +4
  Sneak Attack Feat
  14
  +10/+5
  +9
  +9
  +4
  Sixth Sense (Sense Spirits) +1, Teleport +1
  15
  +11/+6/+1
  +9
  +9
  +5
  +2 Character Points, Environmental Control (Silence) +1
  16
  +12/+7/+2
  +10
  +10
  +5
  Jumping +1, Special Movement (Cat-Like) +1
  17
  +12/+7/+2
  +10
  +10
  +5
  Invisibility +1, Defensive Combat Mastery +1
  18
  +13/+8/+3
  +11
  +11
  +6
  Speed +1, Sneak Attack Feat
  19
  +14/+9/+4
  +11
  +11
  +6
  Heightened Senses (Smell) +1
  20
  +15/+10/+5
  +12
  +12
  +6
  +2 Character Points, Special Movement (Wall-Crawling) +1
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  25
  CHAPTER 5:
  CLASSES
  OTHER CLASSES
  Pet Monster Trainers get along with Magical Girls, but
  sometimes wonder why their own monster keeps all the
  power to itself. If the pet monster is a product of science
  or technology, the Pet Monster Trainer will befriend
  Tech Geniuses and Giant Robots but, if it is a magical
  creature, then his or her attention shifts to Dynamic
  Sorcerers and Shapechangers. They keep many
  Student and Adventurer friends, but do not move
  in the same circles as Hot Rods, Gun Bunnies,
  and Mecha Pilots to form an opinion. Trainers
  often avoid the snobbish Samurai, Martial
  Artists, and Ninja.
  HIT DICE AND ABILITY SCORES
  The Pet Monster Trainer uses d4 Hit
  Dice.
  A Pet Monster Trainer must be aware
  and empathic in order to raise and care for
  their pets, and thus Intelligence and
  Wisdom are key Abilities. Charisma can
  also be useful to exude a calming influence
  on nearby people and animals.
  CLASS SKILLS AND SKILL POINTS
  The Pet Monster Trainer’s class Skills
  (and the key Ability for each) are: Disable
  Device (Int), Gamble (Wis), Handle Animal
  (Cha), Knowledge: Biological Sciences (Int),
  Knowledge: Nature) (Int), Medical (Wis),
  and Speak Languages (Int). 
  • SKILL POINTS AT 1ST LEVEL
  (4 + Int Modifier) x 4
  • SKILL POINTS AT EACH ADDITIONAL LEVEL
  4 + Int modifier
  PET MONSTER TRAINER
  Born of magic, technology, or simply part of the
  natural order of things, there are monsters roaming
  around. Some of them can be disgustingly cute and
  docile even if they can unleash fire from their eyes and
  shoot bolts of lightning from their ... tails. Pet
  Monster Trainers take it upon themselves to tame
  these creatures and use their potentially deadly
  natural weapons towards some particular goal —
  perhaps as silly as gladiatorial badge collecting. A few
  Pet Monster Trainers organise tournaments to see who
  can work better with their pet and cultivate its innate
  abilities. Others prefer to pursue personal gain, but are opposed
  by the rest who wish to defend their friends.
  CHARACTERISTICS
  Pet Monster Trainers gain a
  powerful ally in the form of their
  monster, befriending it readily
  and learning about its
  abilities, which they
  develop through training,
  exercise, and fights
  against other monsters
  or even other kinds of
  opponents. The bond
  between master and pet
  monster is so strong that
  the Pet Monster Trainer
  perceives his or her
  m o n s t e r ’ s  t h o u g h t s ,
  increasing their co-ordination
  and teamwork. As part of a
  fighting ring, the Pet
  Monster Trainer gains a
  measure of wealth that he
  uses to treat both him or
  herself and the pet too.
  TABLE 5-13: PET MONSTER TRAINER
  Base
  Ref
  Will
  Fort
  Level
  Attack Bonus
  Save
  Save
  Save
  Special
  1
  +0
  +0
  +2
  +0
  Pet Monster +1, Animal Friendship +1
  2
  +1
  +0
  +3
  +0
  +3 Character Points, Train a Cute Monster +1
  3
  +1
  +1
  +3
  +1
  Pet Monster +1
  4
  +2
  +1
  +4
  +1
  +3 Character Points
  5
  +2
  +1
  +4
  +1
  Pet Monster +1, Train a Cute Monster +1
  6
  +3
  +2
  +5
  +2
  Animal Friendship +1, Telepathy (With Pet Monster) +1
  7
  +3
  +2
  +5
  +2
  Pet Monster +1
  8
  +4
  +2
  +6
  +2
  +3 Character Points, Train a Cute Monster +1
  9
  +4
  +3
  +6
  +3
  Pet Monster +1
  10
  +5
  +3
  +7
  +3
  +3 Character Points, Animal Friendship +1
  11
  +5
  +3
  +7
  +3
  Pet Monster +1, Train a Cute Monster +1
  12
  +6/+1
  +4
  +8
  +4
  Telepathy (With Pet Monster) +1
  13
  +6/+1
  +4
  +8
  +4
  Pet Monster +1
  14
  +7/+2
  +4
  +9
  +4
  +4 Character Points, Train a Cute Monster +1
  15
  +7/+2
  +5
  +9
  +5
  Pet Monster +1, Wealth +1
  16
  +8/+3
  +5
  +10
  +5
  +4 Character Points, Animal Friendship +1
  17
  +8/+3
  +5
  +10
  +5
  Pet Monster +1, Train a Cute Monster +1
  18
  +9/+4
  +6
  +11
  +6
  +4 Character Points, Telepathy (With Pet Monster) +1
  19
  +9/+4
  +6
  +11
  +6
  Pet Monster +1
  20
  +10/+5
  +6
  +12
  +6
  +5 Character Points, Train a Cute Monster +1 
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  26
  CHAPTER 5:
  CLASSES
  They wait to see a Shapechanger’s deeds before passing judgement,
  but are held in as much distrust as the loathed Ninja. They recognise
  the mission of Magical Girls and Sentai Members and see Gun
  Bunnies and Hot Rods as modern reflections of their own bond
  with their weapons. They have no particular attitude towards
  Mecha Pilots, Giant Robots, and Tech Geniuses, and judge
  Students and Adventurers by their potential.
  HIT DICE AND ABILITY SCORES
  The Samurai uses d10 Hit Dice.
  A Samurai is very physical, with a high
  Strength and often higher Constitution. A
  Samurai also refines him or herself
  culturally, reflected by his or her respectable
  Wisdom and Charisma Scores.
  CLASS SKILLS AND SKILL POINTS
  The Samurai’s class Skills (and the key Ability for
  each) are: Controlled Breathing (Con), Craft (Int),
  Diplomacy (Cha), Gather Information (Cha),
  Intimidate (Cha), Knowledge: Cultural Arts (Int),
  Knowledge: Domestic Arts, Knowledge: Foreign
  Culture (Int), Knowledge: Religion (Int),
  Knowledge: Social Sciences (Int), Knowledge:
  Streetwise (Int), Listen (Wis), Perform (Cha), Ride
  (Dex), Search (Int), Sense Motive (Wis), Speak
  Languages (Int), Spot (Wis), Survival (Wis),
  Wilderness Tracking (Int or Wis), Archery, Melee
  Attack, and Melee Defence. 
  • SKILL POINTS AT 1ST LEVEL
  (4 + Int Modifier) x 4
  • SKILL POINTS AT EACH ADDITIONAL LEVEL
  4 + Int modifier
  SAMURAI
  The code of Bushido demands that the
  Samurai hold him or herself to the ideals of Justice,
  Courage, Benevolence, Politeness, Veracity,
  Honour, and Loyalty. They are virtuous warriors
  that seek perfection at the edge of their blades,
  tempering their spirits in the heat of combat and
  honing their values at the same time that they
  sharpen their swords. They enter combat with
  aplomb and deadly calm, hesitating to unsheathe
  their katana because once they do, they are
  honour-bound to finish a battle for good or ill.
  The most experienced Samurai can infuse their
  souls into their weapons and cut through steel
  and stone as if they were paper.
  CHARACTERISTICS
  Walking the Way of the Sword
  bestows upon the Samurai a great power and
  responsibility. They can strike like lightning and move like
  a hurricane, sometimes cutting down their enemies in a
  single stroke. Despite their tremendous skill, Samurai are
  careful to take an opponent’s measure before engaging
  in combat, cutting off any escape with their speed
  and agility. They feel the flow of combat in their
  veins and gain a superhuman awareness of their
  surroundings to the point that they can fight
  without seeing. Wielding a katana in one
  hand, a wakizashi in the other, and their
  strong personality at the fore, Samurai are
  a perfect match for almost anything.
  OTHER CLASSES
  Valuing honour and discipline,
  Samurai feel a kinship with Martial
  Artists. Dynamic Sorcerers and Pet
  Monster Trainers are seen as cheaters
  who use outside forces to serve them.
  TABLE 5-14: SAMURAI
  Base
  Ref
  Will
  Fort
  Level
  Attack Bonus
  Save
  Save
  Save
  Special
  1
  +1
  +0
  +0
  +2
  Improved Initiative Feat
  2
  +2
  +0
  +0
  +3
  Personal Gear +1, Speed +1
  3
  +3
  +1
  +1
  +3
  +2 Character Points
  4
  +4
  +1
  +1
  +4
  Judge Opponent Feat
  5
  +5
  +1
  +1
  +4
  +3 Character Points, Aura of Command +1
  6
  +6/+1
  +2
  +2
  +5
  Massive Damage (Sword) +1
  7
  +7/+2
  +2
  +2
  +5
  Jumping +1, Leap Attack Feat
  8
  +8/+3
  +2
  +2
  +6
  Heightened Awareness +1
  9
  +9/+4
  +3
  +3
  +6
  +2 Character Points
  10
  +10/+5
  +3
  +3
  +7
  Aura of Command +1, Blind-Fight Feat
  11
  +11/+6/+1
  +3
  +3
  +7
  Special Attack +1
  12
  +12/+7/+2
  +4
  +4
  +8
  Massive Damage (Sword) +1
  13
  +13/+8/+3
  +4
  +4
  +8
  Two-Weapon Fighting Feat
  14
  +14/+9/+4
  +4
  +4
  +9
  Jumping +1, Divine Relationship +1
  15
  +15/+10/+5
  +5
  +5
  +9
  Aura of Command +1
  16
  +16/+11/+6/+1
  +5
  +5
  +10
  Heightened Awareness +1
  17
  +17/+12/+7/+2
  +5
  +5
  +10
  +3 Character Points
  18
  +18/+13/+8/+3
  +6
  +6
  +11
  Massive Damage (Sword) +1
  19
  +19/+14/+9/+4
  +6
  +6
  +11
  Aura of Command +1
  20
  +20/+15/+10/+5
  +6
  +6
  +12
  +4 Character Points
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  27
  CHAPTER 5:
  CLASSES
  lone ranger mentality of Samurai, Ninja, or Gun Bunnies, and must be
  restrained before they attack a Dynamic Sorcerer or a Shapechanger out
  of habit. They struggle to gain the respect of Martial
  Artists but bask in the admiration of
  Students. Hot Rods and Adventurers make
  for ideal rivals, and Tech Geniuses and Pet
  Monster Trainers are good friends and supporters.
  Giant Robots are highly prized.
  HIT DICE AND ABILITY SCORES
  The Sentai Member uses d6 Hit Dice.
  A Sentai Member focuses on teamwork and
  tactics, and thus usually has a high Wisdom
  and Dexterity. A high Charisma is also
  common, reflecting his or her
  flamboyant attitude.
  CLASS SKILLS AND
  SKILL POINTS
  The Sentai Member’s class
  Skills (and the key Ability for each) are:
  Balance (Dex), Diplomacy (Cha), Jump (Str),
  Knowledge: Occult (Int), Perform (Cha), Power
  Usage (Varies), Speak Languages (Int), Spot (Wis),
  Tumble (Dex), Melee Attack, and Melee Defence. 
  • SKILL POINTS AT 1ST LEVEL
  (4 + Int Modifier) x 4
  • SKILL POINTS AT EACH ADDITIONAL LEVEL
  4 + Int modifier
  SPECIAL NOTE
  Attributes marked with an asterisk (*)
  are only useable when working with another
  character with at least one Level of Sentai
  Member. Close proximity is also required
  (the exact distance depends on the task
  and situation). This restriction is a
  Defect, which returns a total of 6
  Character Points over 20 Levels
  (already calculated into the Level
  progression).
  SENTAI MEMBER
  The Sentai Member cannot conceive fighting for
  truth and justice without a group of companions.
  Assuming the role of follower or teammate, the Sentai
  Member charges into combat trusting the strength of
  the group and using all of his or her skill and power
  towards the good of all. Some people believe that
  Sentai Members lack intelligence and need to
  colour-code their uniforms to tell each other
  apart, but Sentai Members wear their colours
  with pride as a mark of their own
  individuality, at the same time that they
  identify their allegiance to their team.
  CHARACTERISTICS
  Sentai Members are team players
  to the core. When they gain their
  personal equipment as members of the
  group, they also form a bond with their
  companions that becomes stronger with
  time. A Sentai Member knows if one of
  his friends is in danger and can
  quickly arrive for a rescue. They
  learn their own personal attacks
  that can be very devastating on
  their own, but increase in power
  when combined with those of their
  friends. Sentai Members appear to lead
  a charmed life, rarely failing in any
  task they set for themselves.
  OTHER CLASSES
  The Sentai Member’s sense
  of teamwork translates easily to
  any ally with whom they work,
  although Magical Girls and
  Mecha Pilots are favourites,
  since they too can be
  team players. They do
  not understand the
  TABLE 5-15: SENTAI MEMBER
  Base
  Ref
  Will
  Fort
  Level
  Attack Bonus
  Save
  Save
  Save
  Special
  1
  +0
  +0
  +2
  +2
  Sixth Sense (Danger to team members) +1, Personal Gear +1
  2
  +1
  +0
  +3
  +3
  Massive Damage* (Specific Attack) +1
  3
  +2
  +1
  +3
  +3
  Divine Relationship* +1
  4
  +3
  +1
  +4
  +4
  Combined Attack +1, Rejuvenation +1
  5
  +3
  +1
  +4
  +4
  +3 Character Points, Attack Combat Mastery* +1
  6
  +4
  +2
  +5
  +5
  Art of Distraction* +1
  7
  +5
  +2
  +5
  +5
  Telepathy (Other Sentai Members) +1
  8
  +6/+1
  +2
  +6
  +6
  +4 Character Points, Divine Relationship* +1
  9
  +6/+1
  +3
  +6
  +6
  Attack Combat Mastery* +1, Rejuvenation +1
  10
  +7/+2
  +3
  +7
  +7
  +3 Character Points, Extra Attacks* +1
  11
  +8/+3
  +3
  +7
  +7
  Combined Attack +1, Heightened Awareness* +1
  12
  +9/+4
  +4
  +8
  +8
  Massive Damage* (Specific Attack) +1, Personal Gear +1
  13
  +9/+4
  +4
  +8
  +8
  Attack Combat Mastery* +1, Divine Relationship* +1
  14
  +10/+5
  +4
  +9
  +9
  Telepathy (Other Sentai Members) +1
  15
  +11/+6/+1
  +5
  +9
  +9
  +3 Character Points, Rejuvenation +1
  16
  +12/+7/+2
  +5
  +10
  +10
  +3 Character Points, Special Movement* +1
  17
  +12/+7/+2
  +5
  +10
  +10
  +3 Character Points, Attack Combat Mastery* +1
  18
  +13/+8/+3
  +6
  +11
  +11
  Combined Attack +1, Divine Relationship* +1
  19
  +14/+9/+4
  +6
  +11
  +11
  +3 Character Points, Rejuvenation +1
  20
  +15/+10/+5
  +6
  +12
  +12
  +4 Character Points
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  28
  CHAPTER 5:
  CLASSES
  and Adventurers, but enjoy teasing Pet Monster
  Trainers and Magical Girls by turning into copies of
  their companions. Dynamic Sorcerers, Martial
  Artists, and Ninja are good allies if the
  Shapechanger is a supernatural creature,
  but Tech Geniuses, Giant Robots, and
  Mecha Pilots are a better choice if they are
  aliens. They have little contact with Hot
  Rods, Gun Bunnies, or Samurai.
  HIT DICE AND ABILITY SCORES
  The Shapechanger uses d8 Hit
  Dice.
  As a being that mimics others
  constantly, Charisma is the most important
  Ability for a Shapechanger. Dexterity and
  Intelligence also help with the disguises, and
  escaping capture if discovered.
  CLASS SKILLS AND SKILL POINTS
  The Shapechanger’s class Skills (and the
  key Ability for each) are: Balance (Dex), Bluff
  (Cha), Controlled Breathing (Con),
  Disguise (Cha), Escape Artist (Dex),
  Gather Information (Cha), Hide
  ( D e x ) ,  J u m p  ( S t r ) ,
  Knowledge: Cultural Arts
  (Int), Knowledge: Foreign
  Culture (Int), Move
  S i l e n t l y  ( D e x ) ,
  Powerlifting (Str),
  Seduction (Cha), Sense
  Motive (Wis), Sleight of
  Hand (Dex), Speak
  Languages (Int) and Spot
  (Wis).
  • SKILL POINTS AT 1ST LEVEL
  (2 + Int Modifier) x 4
  • SKILL POINTS AT EACH ADDITIONAL LEVEL
  2 + Int modifier
  SHAPECHANGER
  F o r m  i s  f l u i d  a n d
  appearances are transient. That is
  the lesson every Shapechanger
  learns upon gaining his or her
  powers. It is redundant to say that
  Shapechangers are not what they appear,
  but it is true in more than one way. They can
  be aliens, suffer from a curse, or may be inherently
  supernatural creatures. Unless they know and explain the
  source of their powers, it is nearly impossible to tell just what
  they are. The power to assume many forms can create great
  heroes or heinous villains. No enemy base, or locker room either,
  will ever be safe again.
  CHARACTERISTICS
  The Shapechanger starts with the ability to perform
  only minor changes to his or her form, but it does not
  take long to determine the techniques of
  shapeshifting and learn to transform into entirely
  different beings. Shapechangers’ bodies are
  flexible by necessity, and they can stretch or
  compress at will to accommodate new
  shapes or simply to reach for the remote.
  Soon enough, their complete mastery over
  their bodies lets them heal wounds at a much
  faster pace and even mimic the precise appearance
  of another person or creature. As they grow in
  experience, Shapechangers can turn into more
  powerful forms to meet any challenge.
  OTHER CLASSES
  Shapechangers’ knack for impersonating
  others can grate on everybody’s nerves but,
  unless they make a point of being obnoxious,
  Shapechangers can get along with anyone.
  They prefer the company of Students
  TABLE 5-16: SHAPECHANGER
  Base
  Ref
  Will
  Fort
  Level
  Attack Bonus
  Save
  Save
  Save
  Special
  1
  +0
  +0
  +0
  +2
  Alternate Form (Cosmetic Changes) Level 0
  2
  +1
  +0
  +0
  +3
  Elasticity +1
  3
  +2
  +1
  +1
  +3
  Alternate Form (Full-Powered) +1
  4
  +3
  +1
  +1
  +4
  +1 Character Point
  5
  +3
  +1
  +1
  +4
  Regeneration +1
  6
  +4
  +2
  +2
  +5
  Alternate Form (Full-Powered) +1
  7
  +5
  +2
  +2
  +5
  +1 Character Point
  8
  +6/+1
  +2
  +2
  +6
  Elasticity +1
  9
  +6/+1
  +3
  +3
  +6
  Mimic (All) +1
  10
  +7/+2
  +3
  +3
  +7
  Regeneration +1
  11
  +8/+3
  +3
  +3
  +7
  +1 Character Point
  12
  +9/+4
  +4
  +4
  +8
  Alternate Form (Full-Powered) +1
  13
  +9/+4
  +4
  +4
  +8
  Elasticity +1
  14
  +10/+5
  +4
  +4
  +9
  Regeneration +1
  15
  +11/+6/+1
  +5
  +5
  +9
  Mimic (All) +1
  16
  +12/+7/+2
  +5
  +5
  +10
  +1 Character Point
  17
  +12/+7/+2
  +5
  +5
  +10
  Elasticity +1
  18
  +13/+8/+3
  +6
  +6
  +11
  +1 Character Point
  19
  +14/+9/+4
  +6
  +6
  +11
  Alternate Form (Full-Powered) +1
  20
  +15/+10/+5
  +6
  +6
  +12
  +2 Character Points
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  29
  CHAPTER 5:
  CLASSES
  Sorcerers’ apprentices, Tech Genius’ test subjects, Magical Girls’
  romantic interests, or sidekicks to Adventurers, Hot Rods, Gun
  Bunnies, and Giant Robots. They are valuable friends to
  Martial Artists, Pet Monster Trainers, and Sentai Members,
  and can be the moral compass to Samurai and Ninja. They
  are everybody’s friends, and they have the luck to live to
  regret it.
  HIT DICE AND ABILITY SCORES
  A Student uses d4 Hit Dice.
  A Student (at least a successful Student) has a high
  Intelligence and Dexterity, necessary to earn good grades and
  avoid the local bully.
  CLASS SKILLS AND SKILL POINTS
  The Student’s class Skills (and the key Ability for each)
  are: Computer Use (Int), Craft (Int), Decipher Script (Int),
  Diplomacy (Cha), Gamble (Wis), Knowledge: Area (Int),
  Knowledge: Architecture (Int), Knowledge: Biological
  Sciences) (Int), Knowledge: Business (Int), Knowledge: Cultural
  Arts (Int), Knowledge: Domestic Arts (Int), Knowledge: Foreign
  Culture (Int), Knowledge: Law (Int), Knowledge: Nature (Int),
  Knowledge: Physical Sciences (Int), Knowledge: Religion (Int),
  Knowledge: Social Sciences (Int), Perform (Cha), Profession (Int),
  Research (Int), Speak Languages (Int), Sports (Str, Dex, or Con),
  and Swim (Str). 
  • SKILL POINTS AT 1ST LEVEL
  (8 + Int Modifier) x 4
  • SKILL POINTS AT EACH ADDITIONAL LEVEL
  8 + Int modifier
  STUDENT
  Normal life is adventure enough without the need
  to go gallivanting after lost treasures or joining armies at
  the unlikely age of 14. A Student’s life is full of little
  challenges like weird teachers, romantic rivals, and cultural
  festivals. The best prospect of adventure being is school
  trip, but some Students hardly have such an idyllic life.
  The friends they make tend to get them into trouble
  with gangs, psychopathic fiancées, and crazy relatives,
  not to mention obnoxious aliens, ancient awakened
  demons, or erstwhile goddesses. Moreover, they
  must still make some time to prepare for finals
  and the dreaded college entrance exams.
  CHARACTERISTICS
  For all their normality, Students
  seem surrounded by a special aura. They
  make friends easily and not only because of
  the cool uniforms and eerily attractive pleated
  skirts. Their utter normality seems to have
  the secondary effect of shielding them from all
  the weirdness they might encounter. Most students
  are insanely lucky as they dodge and duck during
  fights or have divine flashes of inspiration. Students
  can count on their friends to lend a hand, and
  adventures force them to learn skills they did not
  know they needed, such as fixing things and
  befriending bizarre creatures.
  OTHER CLASSES
  The rest of the classes are the bane of a
  Student’s dreams of a normal life. His or her
  friendliness has a special appeal for all of them with
  no particular preference. They play aspirant Mecha
  Pilot with equal ease as becoming Dynamic
  TABLE 5-17: STUDENT
  Base
  Ref
  Will
  Fort
  Level
  Attack Bonus
  Save
  Save
  Save
  Special
  1
  +0
  +2
  +0
  +0
  Divine Relationship +1, Sixth Sense +1
  2
  +1
  +3
  +0
  +0
  Flunkies +1, Mind Shield +1
  3
  +1
  +3
  +1
  +1
  +3 Character Points, Art of Distraction +1, Personal Gear +1
  4
  +2
  +4
  +1
  +1
  +3 Character Points, Aura of Command +1
  5
  +2
  +4
  +1
  +1
  Animal Friendship +1, Divine Relationship +1, Flunkies +1
  6
  +3
  +5
  +2
  +2
  +5 Character Points, Organisational Ties +1
  7
  +3
  +5
  +2
  +2
  Art of Distraction +1, Personal Gear +1
  8
  +4
  +6
  +2
  +2
  +5 Character Points, Flunkies +1, Aura of Command +1
  9
  +4
  +6
  +3
  +3
  Animal Friendship +1, Divine Relationship +1
  10
  +5
  +7
  +3
  +3
  +5 Character Points, Special Movement +1
  11
  +5
  +7
  +3
  +3
  Flunkies +1, Item of Power +1
  12
  +6/+1
  +8
  +4
  +4
  +3 Character Points, Organisational Ties +1
  13
  +6/+1
  +8
  +4
  +4
  +4 Character Points, Divine Relationship +1
  14
  +7/+2
  +9
  +4
  +4
  Flunkies +1, Mechanical Genius +1
  15
  +7/+2
  +9
  +5
  +5
  +3 Character Points, Special Attack +1
  16
  +8/+3
  +10
  +5
  +5
  +3 Character Points, Mind Shield +1
  17
  +8/+3
  +10
  +5
  +5
  Divine Relationship +1, Flunkies +1
  18
  +9/+4
  +11
  +6
  +6
  +4 Character Points, Organisational Ties +1
  19
  +9/+4
  +11
  +6
  +6
  +4 Character Points, Mind Shield +1
  20
  +10/+5
  +12
  +6
  +6
  +5 Character Points
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  30
  CHAPTER 5:
  CLASSES
  OTHER CLASSES
  The Tech Genius cannot keep away from
  Giant Robots and may even be the creator of one.
  He or she also loves to tinker with the Hot Rod’s
  car, the Mecha Pilot’s vehicle, the Gun Bunny’s
  weapons, and the Student’s life. His or her
  relationships with others depend on how much they
  use gadgets, with Sentai Members and Adventurers
  being frequent clients, and Pet Monster Trainers and
  Magical Girls as protégés. They find the powers of
  Dynamic Sorcerers and Shapechangers utterly
  fascinating, possibly even being the source of that
  power themselves. They could improve the abilities of
  Martial Artists, Samurai, and Ninja if only they were
  allowed.
  HIT DICE AND ABILITY SCORES
  The Tech Genius uses d4 Hit Dice.
  The Tech Genius is knowledgeable and
  insightful, usually possessing a high
  Intelligence. Additionally, high Dexterity
  reflects his or her fine motor control and
  construction agility.
  CLASS SKILLS AND SKILL POINTS
  The Tech Genius’s class Skills (and the
  key Ability for each) are: Computer Use (Int),
  Decipher Script (Int), Demolitions (Int),
  Disable Device (Int), Drive (Dex or Int),
  Knowledge: Electronics (Int), Knowledge :
  Mechanics (Int), Knowledge: Physical
  Sciences (Int), Profession (Int), Repair (Int),
  Research (Int), and Speak Languages (Int). 
  • SKILL POINTS AT 1ST LEVEL
  (8 + Int Modifier) x 4
  • SKILL POINTS AT EACH ADDITIONAL LEVEL
  8 + Int modifier
  TECH GENIUS
  There are people who
  enjoy the blessings of
  technology, but it is the
  Tech Genius who creates his or her
  own. Gifted with an innate
  understanding of the science behind
  technology, the Tech Genius can
  assemble the most astounding
  machines known to the world ... and a
  lot of the unknown ones, too. His or her
  focus on the world of machines distances a
  Tech Genius from others, often creating odd
  personality quirks. The most creative Tech
  Geniuses are unjustly labelled as “mad
  scientists” by everyone around them, but
  they know they can be patient. Praise will
  come when their next invention starts
  working.
  CHARACTERISTICS
  There is no machine that can hide from the attentions
  of the Tech Genius. He or she can take anything apart and
  put it together better than it was before — with parts to
  spare! They apply their talent to one pet project after
  another, building amazing gizmos and gadgets for their own
  use. Of course, no mad scientist is complete without
  assistants, and every Tech Genius tends to attract them, no
  matter how much he or she denies being mad. Research and
  development is not cheap, but fortunately the Tech Genius
  usually has access to wealth to pay for all of his or her projects.
  TABLE 5-18: TECH GENIUS
  Base
  Ref
  Will
  Fort
  Level
  Attack Bonus
  Save
  Save
  Save
  Special
  1
  +0
  +0
  +2
  +0
  Mechanical Genius +1, Personal Gear +1
  2
  +1
  +0
  +3
  +0
  Flunkies +1
  3
  +1
  +1
  +3
  +1
  Computer Scanning +1
  4
  +2
  +1
  +4
  +1
  Item of Power +1, Personal Gear +1
  5
  +2
  +1
  +4
  +1
  +5 Character Points, Mechanical Genius +1
  6
  +3
  +2
  +5
  +2
  Flunkies +1, Wealth +1
  7
  +3
  +2
  +5
  +2
  Personal Gear +1
  8
  +4
  +2
  +6
  +2
  Item of Power +1, Mechanical Genius +1
  9
  +4
  +3
  +6
  +3
  Computer Scanning +1
  10
  +5
  +3
  +7
  +3
  +3 Character Points, Flunkies +1, Personal Gear +1
  11
  +5
  +3
  +7
  +3
  +3 Character Points, Mechanical Genius +1
  12
  +6/+1
  +4
  +8
  +4
  Item of Power +1, Wealth +1
  13
  +6/+1
  +4
  +8
  +4
  Personal Gear +1
  14
  +7/+2
  +4
  +9
  +4
  Flunkies +1, Mechanical Genius +1
  15
  +7/+2
  +5
  +9
  +5
  +5 Character Points, Computer Scanning +1
  16
  +8/+3
  +5
  +10
  +5
  Item of Power +1, Personal Gear +1
  17
  +8/+3
  +5
  +10
  +5
  Mechanical Genius +1
  18
  +9/+4
  +6
  +11
  +6
  Flunkies +1, Wealth +1
  19
  +9/+4
  +6
  +11
  +6
  +2 Character Points, Item of Power +1
  20
  +10/+5
  +6
  +12
  +6
  +4 Character Points
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  31
  CHAPTER 5:
  CLASSES
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  32
  For example, Wizards can potentially access more spells than any
  other class, and thus were assigned a multiplication factor of 1.00. Using
  the Point costs from Table 5-19, Wizards have a base of 91 Points
  assigned to spellcasting. This base is multiplied by the factor of 1.00, to
  give a final Character Point total of 91 for spellcasting. Similarly, Clerics
  have a base of 110 Points assigned to spellcasting. This base is multiplied
  by the 0.62 (a Cleric’s multiplication factor) to give a final Character
  Points total of 68 for spellcasting.
  Although Sorcerers have the same potential spell access as Wizards,
  and thus could have the same multiplication factor of 1, Sorcerers have
  two aspects that set them apart from Wizards. Sorcerers do not need to
  prepare their spells in advance each day — a powerful advantage — and
  Sorcerers know far fewer spells than Wizards at each level — a severe
  disadvantage. Consequently, the Sorcerer’s multiplication factor of 0.85 is
  derived more from these two differences than the potential spell access
  that is considered for all other spellcasting classes. 
  THE RESULT
  The Point-based rebuilding of the d20 System standard classes is
  presented in Tables 5-23 through 5-33. Although BESM d20 only
  presents the alternate class progression charts for the 11 classes in the
  Player’s Handbook, GM and players can use the guidelines presented in
  this chapter to deconstruct and rebuild any other d20 System class or
  prestige class as well.
  For more information the special abilities for each class, consult the
  Player’s Handbook.
  DECONSTRUCTION OF
  THE d20 SYSTEM 
  FANTASY CLASSES
  The BESM d20 classes are ideal for a wide range of anime campaign
  adventures, but some players may want to use a standard d20 System
  fantasy class from the Player’s Handbook. Unfortunately, not all the classes
  have balanced Level progression when compared to the Point totals for
  the new BESM d20 classes.
  THE PROBLEM
  Although some d20 System advocates may disagree, we do not
  believe that the standard fantasy classes are balanced well. In particular,
  the spellcasting classes are more powerful and versatile than the others.
  That’s not to say that a Fighter or Rogue can’t take down a Wizard of the
  same Level in specific circumstances. Indeed, in their respective areas of
  expertise, the classes have their own unique advantages. When
  examining the entire range of character activity, though, spellcasters
  clearly have the upper hand.
  THE SOLUTION
  We needed to assign every talent, effect, and power listed in the
  class Level progressions a Character Point value before we could balance
  the classes. By comparing the class abilities with Attributes that exhibit
  similar effects, we could better understand the relative power levels of
  each class. Over 20 Levels, the more powerful classes (Wizard, Sorcerer,
  etc.) were on par with the new BESM d20 classes. For the other classes,
  additional Character Points were built into their progression to increase
  their breadth and depth and achieve balance.
  THE APPROACH
  Over 20 Levels, the abilities and talents granted through the class
  progression charts needed to add up to 200 Character Points (+/- 4%) —
  the same as the new BESM d20 classes. The Points assigned to the various
  standard advantages (Save bonuses, Base Attack Bonuses, etc.) are listed
  in Table 5-19: Point Costs Assigned to d20 Classes. Unique advantages
  (such as Barbarian Rage, Quivering Palm, or Special Mount) are assigned
  an appropriate number of Points.
  Although the number of Character Points assigned to each class to
  reflect Skill knowledge is usually not affected by the character’s potential
  Intelligence score, Wizards are the exception. Since they are the only class
  with Intelligence as the primary Ability Score — and thus will usually
  have a high Intelligence — the number of Skill Points they gain each
  level more closely represents the (4 + Int modifier) progression than the
  (2 + Int modifier) at which they are rated. As a result, their level
  progression includes an additional 0.5 Character Points/Level associated
  with their high Intelligence bonus for Skills.
  Assigning Character Points proved to be an interesting exercise.
  The capability of casting a spell costs a base of 0.5 Points times the spell
  Level (0.25 Points for 0 Level spells; one-half value for all Cleric domain
  spells), but this is only the base cost. Since some classes have a much
  wider range of spells from which to choose, all casting classes needed an
  “accessible spells multiplication factor” to provide appropriate balance
  (see Table 5-20: Accessible Spells Factor for Casting Classes). This factor
  is equal to the number of potential of spells available to the class divided
  by the number available to the Wizard class — resulting in a factor
  between 0 and 1. To determine the total number of Character Points
  assigned to spellcasting ability, the base Point cost total is multiplied by
  the spells factor for each class.
  CHAPTER 5:
  CLASSES
  TABLE 5-19: POINT COSTS ASSIGNED TO d20 CLASSES
  Character Point
  Class Advantage
  Cost
  +1 to Fort, Ref, or Will Save
  1
  +1 to first Base Attack Bonus
  3
  (2 + Int modifier) Skills gained each Level
  0.5 each Level
  (4 + Int modifier) Skills gained each Level
  1 each Level
  (6 + Int modifier) Skills gained each Level
  1.5 each Level
  (8 + Int modifier) Skills gained each Level
  2 each Level
  Wizard Class Skill bonus each Level
  0.5 each Level
  d4 Hit Dice
  1 each Level
  d6 Hit Dice
  1.5 each Level
  d8 Hit Dice
  2 each Level
  d10 Hit Dice
  2.5 each Level
  d12 Hit Dice
  3 each Level
  0th Level spells (further modified by spell breadth)
  0.25 each
  1st-9th Level spells (modified by spell breadth)
  0.5 times spell Level
  Cleric domain spells
  0.5 times normal value
  Special class talents and abilities
  Variable
  TABLE 5-20: ACCESSIBLE SPELLS FACTOR FOR CASTING CLASSES
  Class
  Multiplication Factor
  Bard
  0.43
  Cleric
  0.62
  Druid
  0.44
  Paladin
  0.10
  Ranger
  0.12
  Sorcerer
  0.85
  Wizard
  1.00
  Player’s Handbook 3.5
  By the time BESM d20 is first published, an updated version of
  the Player’s Handbook (version 3.5) is only a few month’s away
  from release. Although we cannot include updated information
  regarding the new class progressions in this book, you can download
  revisions and supplementary material from our website
  (http://www.guardiansorder.com).
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  33
  EXAMINING d20
  MODERN CLASSES
  The character classes in d20 Modern have less variation in their
  design compared to the fantasy classes, which makes assigning
  appropriate Character Point values to them easier.  Table 5-21: d20
  Modern Classes Point Costs gives the value for each class ability.    Smart
  Heroes, like Wizards, include an additional 0.5 Character Points/Level in
  their progression associated with their high Intelligence bonus for Skills.
  Table 5-22: Balancing d20 Modern Classes shows the Character
  Points totals associated with each class over 10 Levels (rounded down),
  plus the number of discretionary Character Points that should be added
  to the class by Level 10 to more closely balance them when using
  BESM d20.
  CHAPTER 5:
  CLASSES
  TABLE 5-21: d20 MODERN CLASSES POINT COSTS
  Character Point
  Class Advantage
  Cost
  (3 + Int modifier) Skills gained each Level
  0.75 each Level
  (5 + Int modifier) Skills gained each Level
  1.25 each Level
  (7 + Int modifier) Skills gained each Level
  1.75 each Level
  (9 + Int modifier) Skills gained each Level
  2.25 each Level
  Smart Hero Class Skill bonus each Level
  0.5 each Level
  +1 Defence Bonus
  2 
  +1 Reputation Bonus
  1
  +1 Talent
  2
  TABLE 5-22: BALANCING d20 MODERN CLASSES
  Initial
  Discretionary
  Final Point
  Class
  Points
  Points
  Total
  Strong Hero
  100
  0
  100
  Fast Hero
  103
  0
  103
  Tough Hero
  97
  3
  100
  Smart Hero
  98
  2
  100
  Dedicated Hero
  95
  5
  100
  Charismatic Hero
  91
  9
  100
  TABLE 5-23: BARBARIAN
  Hit Dice: d12
  Skill Points per Level: 4 + Int Modifier
  Base
  Attack
  Ref
  Will
  Fort
  Level
  Bonus
  Save Save Save Special
  1
  +1
  +0
  +0
  +2
  Rage 1/day, +10 move, 2
  Armour Proficiency Feats
  2
  +2
  +0
  +0
  +3
  Uncanny dodge (Dex)
  3
  +3
  +1
  +1
  +3
  +1 Character Point
  4
  +4
  +1
  +1
  +4
  Rage 2/day
  5
  +5
  +1
  +1
  +4
  Uncanny dodge (Flanking)
  6
  +6/+1
  +2
  +2
  +5
  +1 Character Point
  7
  +7/+2
  +2
  +2
  +5
  +1 Character Point
  8
  +8/+3
  +2
  +2
  +6
  Rage 3/day
  9
  +9/+4
  +3
  +3
  +6
  +1 Character Point
  10
  +10/+5
  +3
  +3
  +7
  Uncanny dodge (+1 Traps)
  11
  +11/+6/+1
  +3
  +3
  +7
  Damage reduction 1/-
  12
  +12/+7/+2
  +4
  +4
  +8
  Rage 4/day
  13
  +13/+8/+3
  +4
  +4
  +8
  Uncanny dodge (+2 Traps)
  14
  +14/+9/+4
  +4
  +4
  +9
  Damage reduction 2/-
  15
  +15/+10/+5
  +5
  +5
  +9
  Greater rage, 2 Points
  16
  +16/+11/+6/+1
  +5
  +5
  +10
  Rage 5/day, Uncanny dodge
  (+3 traps)
  17
  +17/+12/+7/+2
  +5
  +5
  +10
  Damage reduction 3/-
  18
  +18/+13/+8/+3
  +6
  +6
  +11
  +2 Character Points
  19
  +19/+14/+9/+4
  +6
  +6
  +11
  Uncanny dodge (+4 traps)
  20
  +20/+15/+10/+5
  +6
  +6
  +12
  Rage 6/day, No longer
  winded, Damage reduction 4/-
  TABLE 5-24: BARD
  Hit Dice: d6
  Skill Points per Level: 4 + Int modifier
  Base
  Attack
  Ref
  Will
  Fort
  Level
  Bonus
  Save Save Save Special
  1
  +0
  +2
  +2
  +0
  Bardic knowledge, Bardic music
  (3 songs), +2 0th Level spells,
  2 Armour Proficiency Feats
  2
  +1
  +3
  +3
  +0
  +1 0th Level spell
  3
  +2
  +3
  +3
  +1
  Bardic Music,
  +1 1st Level spell
  4
  +3
  +4
  +4
  +1
  +4 Character Points,
  +1 1st Level spell
  5
  +3
  +4
  +4
  +1
  +1 1st, +1 2nd Level spell
  6
  +4
  +5
  +5
  +2
  Bardic music,
  +1 2nd Level spell
  7
  +5
  +5
  +5
  +2
  +5 Character Points
  8
  +6/+1
  +6
  +6
  +2
  +4 Character Points,
  +1 2nd, +1 3rd Level spell
  9
  +6/+1
  +6
  +6
  +3
  Bardic music,
  +1 3rd Level spell
  10
  +7/+2
  +7
  +7
  +3
  +5 Character Points
  11
  +8/+3
  +7
  +7
  +3
  +1 3rd, +1 4th Level spell
  12
  +9/+4
  +8
  +8
  +4
  +5 Character Points,
  +1 4th Level spell
  13
  +9/+4
  +8
  +8
  +4
  +5 Character Points
  14
  +10/+5
  +9
  +9
  +4
  +1 0th, +1 4th, +1 5th Level spell
  15
  +11/+6/+1
  +9
  +9
  +5
  +5 Character Points,
  +1 1st, +1 5th Level spell
  16
  +12/+7/+2
  +10
  +10
  +5
  +5 Character Points,
  +1 2nd Level spell
  17
  +12/+7/+2
  +10
  +10
  +5
  +1 3rd, +1 6th Level spell
  18
  +13/+8/+3
  +11
  +11
  +6
  +3 Character Points,
  +1 4th, +1 6th Level spell
  19
  +14/+9/+4
  +11
  +11
  +6
  +1 5th, +1 6th Level spell
  20
  +15/+10/+5
  +12
  +12
  +6
  +3 Character Points,
  +1 6th Level spell
  9th Level Spell for 4.5 Points?
  Looking at the Character Point costs we assigned to spells
  directly, a 9th Level spell is worth 4.5 Points.  Seem too cheap?
  Perhaps it is, if you only look at the 9th Level spell in isolation.  The
  balancing factor, though, are the implied pre-requisites needed to
  obtain high-level spells: many, many levels of class (not character)
  progression.  By the time a Wizard, for example, can access 9th
  Level spells, he or she has already allocated over 70 Character
  Points to spellcasting ability and has achieved a minimum of 17
  class Levels.  Quite an accomplishment!
  If you want to gauge the appropriate cost of each spell Level
  by itself, use this formula as a guideline to determine the Character
  Point cost of each spell: (spell Level) x (spell Level) x 0.5.  For
  example, 1st Level spells are worth 0.5 Points (1 x 1 x 0.5 = 0.5),
  4th Level spells are worth 8 Points (4 x 4 x 0.5 = 8), and 9th class
  Level spells are each worth 40.5 (9 x 9 x 0.5 = 40.5).  This cost
  applies to the first spell at each Level only; additional spells a the
  same or lower Level cost usually substantially less.  Thus, the first
  9th Level spell costs 40.5 Points, but adding a second 9th Level
  spell, or perhaps an 8th Level spell, may only be worth 5, 10, or 15
  Points — much less than the first 40.5 Points. If necessary, the
  Game Master will determine the exact cost of each spell-like ability.
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  34
  CHAPTER 5:
  CLASSES
  TABLE 5-25: CLERIC
  Hit Dice: d8
  Skill Points per Level: 2 + Int modifier
  Base
  Attack
  Ref
  Will
  Fort
  Level
  Bonus
  Save Save Save Special
  1
  +0
  +0
  +2
  +2
  Turn undead, 2 Domains,
  Spontaneous casting, +3 0th,
  +1 1st, +1 domain 1st Level
  spell, 3 Armour Proficiency Feats
  2
  +1
  +0
  +3
  +3
  +1 0th, +1 1st Level spell
  3
  +2
  +1
  +3
  +3
  +1 2nd, +1 domain 2nd Level
  spell
  4
  +3
  +1
  +4
  +4
  +1 0th, +1 1st, +1 2nd Level
  spell
  5
  +3
  +1
  +4
  +4
  +1 3rd, +1 domain 3rd Level
  spell
  6
  +4
  +2
  +5
  +5
  +1 2nd, +1 3rd Level spell
  7
  +5
  +2
  +5
  +5
  +1 0th, +1 1st, +1 4th, +1
  domain 4th Level spell
  8
  +6/+1
  +2
  +6
  +6
  +1 3rd, +1 4th Level spell
  9
  +6/+1
  +3
  +6
  +6
  +1 2nd, +1 5th, +1 domain 5th
  Level spell
  10
  +7/+2
  +3
  +7
  +7
  +1 4th, +1 5th Level spell
  11
  +8/+3
  +3
  +7
  +7
  +1 1st, +1 3rd, +1 6th, +1
  domain 6th Level spell
  12
  +9/+4
  +4
  +8
  +8
  +1 5th, +1 6th Level spell
  13
  +9/+4
  +4
  +8
  +8
  +1 2nd, +1 4th, +1 7th, +1
  domain 7th Level spell
  14
  +10/+5
  +4
  +9
  +9
  +1 6th, +1 7th Level spell
  15
  +11/+6/+1
  +5
  +9
  +9
  +1 3rd, +1 5th, +1 8th, +1
  domain 8th Level spell
  16
  +12/+7/+2
  +5
  +10
  +10
  +1 7th, +1 8th Level spell
  17
  +12/+7/+2
  +5
  +10
  +10
  +1 4th, +1 6th, +1 9th, +1
  domain 9th Level spell
  18
  +13/+8/+3
  +6
  +11
  +11
  +1 8th, +1 9th Level spell
  19
  +14/+9/+4
  +6
  +11
  +11
  +1 5th, +1 7th, +1 9th Level
  spell
  20
  +15/+10/+5
  +6
  +12
  +12
  +1 8th, +1 9th Level spell
  TABLE 5-26: DRUID
  Hit Dice: d8
  Skill Points per Level: 4 + Int modifier
  Base
  Attack
  Ref
  Will
  Fort
  Level
  Bonus
  Save Save Save Special
  1
  +0
  +0
  +2
  +2
  Nature sense, Animal
  companion,
  +3 0th, +1 1st Level spell, 
  2 Armour Proficiency Feats
  2
  +1
  +0
  +3
  +3
  Woodland stride,
  +1 0th, +1 1st Level spell
  3
  +2
  +1
  +3
  +3
  Trackless step,
  +1 2nd Level spell
  4
  +3
  +1
  +4
  +4
  Resist nature’s lure,
  +1 0th, +1 1st, +1 2nd Level
  spell
  5
  +3
  +1
  +4
  +4
  Wild shape 1/day,
  +1 3rd Level spell
  6
  +4
  +2
  +5
  +5
  Wild shape 2/day,
  +1 2nd, +1 3rd Level spell
  7
  +5
  +2
  +5
  +5
  Wild shape 3/day,
  +1 0th, +1 1st, +1 4th Level
  spell
  8
  +6/+1
  +2
  +6
  +6
  Wild shape (Large),
  +1 3rd, +1 4th Level spell
  9
  +6/+1
  +3
  +6
  +6
  Venom immunity,
  +1 2nd, +1 5th Level spell
  10
  +7/+2
  +3
  +7
  +7
  Wild shape 4/day,
  +1 4th, +1 5th Level spell
  11
  +8/+3
  +3
  +7
  +7
  Wild shape (Tiny),
  +1 1st, +1 3rd, +1 6th Level
  spell
  12
  +9/+4
  +4
  +8
  +8
  Wild shape (Dire),
  +1 5th, +1 6th Level spell
  13
  +9/+4
  +4
  +8
  +8
  A thousand faces,
  +1 2nd, +1 4th, +1 7th Level
  spell
  14
  +10/+5
  +4
  +9
  +9
  Wild shape 5/day,
  +1 6th, +1 7th Level spell
  15
  +11/+6/+1
  +5
  +9
  +9
  Wild shape (Huge), Timeless
  Body,
  +1 5th, +1 8th Level spell
  16
  +12/+7/+2
  +5
  +10
  +10
  Wild shape (Elemental) 1/day,
  +1 3rd, +1 7th, +1 8th Level
  spell
  17
  +12/+7/+2
  +5
  +10
  +10
  +1 4th, +1 6th, +1 9th Level
  spell
  18
  +13/+8/+3
  +6
  +11
  +11
  Wild shape 6/day, Elemental
  wild shape 3/day,
  +1 8th, +1 9th Level spell
  19
  +14/+9/+4
  +6
  +11
  +11
  +1 5th, +1 7th, +1 9th Level
  spell
  20
  +15/+10/+5
  +6
  +12
  +12
  +1 8th, +1 9th Level spell
  TABLE 5-27: FIGHTER
  Hit Dice: d10
  Skill Points per Level: 2 + Int modifier
  Base
  Attack
  Ref
  Will
  Fort
  Level
  Bonus
  Save Save Save Special
  1
  +1
  +0
  +0
  +2
  Bonus Feat, 3 Armour
  Proficiency Feats
  2
  +2
  +0
  +0
  +3
  Bonus Feat
  3
  +3
  +1
  +1
  +3
  +1 Character Point
  4
  +4
  +1
  +1
  +4
  Bonus Feat
  5
  +5
  +1
  +1
  +4
  +1 Character Point
  6
  +6/+1
  +2
  +2
  +5
  Bonus Feat
  7
  +7/+2
  +2
  +2
  +5
  +3 Character Points
  8
  +8/+3
  +2
  +2
  +6
  Bonus Feat
  9
  +9/+4
  +3
  +3
  +6
  +4 Character Points
  10
  +10/+5
  +3
  +3
  +7
  Bonus Feat
  11
  +11/+6/+1
  +3
  +3
  +7
  +4 Character Points
  12
  +12/+7/+2
  +4
  +4
  +8
  Bonus Feat
  13
  +13/+8/+3
  +4
  +4
  +8
  +4 Character Points
  14
  +14/+9/+4
  +4
  +4
  +9
  Bonus Feat
  15
  +15/+10/+5
  +5
  +5
  +9
  +4 Character Points
  16
  +16/+11/+6/+1
  +5
  +5
  +10
  Bonus Feat
  17
  +17/+12/+7/+2
  +5
  +5
  +10
  +4 Character Points
  18
  +18/+13/+8/+3
  +6
  +6
  +11
  Bonus Feat
  19
  +19/+14/+9/+4
  +6
  +6
  +11
  +3 Character Points
  20
  +20/+15/+10/+5
  +6
  +6
  +12
  Bonus Feat
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  35
  CHAPTER 5:
  CLASSES
  TABLE 5-28: MONK
  Hit Dice: d8
  Skill Points per Level: 4 + Int modifier
  Base
  Attack
  Ref
  Will
  Fort
  Level
  Bonus
  Save Save Save Special
  1
  +0
  +2
  +2
  +2
  Unarmed strike, Stunning
  attack, Evasion, d6 Damage,
  AC +0
  2
  +1
  +3
  +3
  +3
  Deflect Arrows Feat
  3
  +2
  +3
  +3
  +3
  Still mind, +10 ft. Move
  4
  +3
  +4
  +4
  +4
  Slow fall (20 ft.), d8 Damage
  5
  +3
  +4
  +4
  +4
  Purity of body, AC +1
  6
  +4
  +5
  +5
  +5
  Slow fall (30 ft.), Improved Trip
  Feat, +10 ft. Move
  7
  +5
  +5
  +5
  +5
  Wholeness of body, Leap of
  clouds
  8
  +6/+1
  +6
  +6
  +6
  Slow fall (50 ft.), d10 Damage
  9
  +6/+1
  +6
  +6
  +6
  Improved evasion, +10 ft.
  Move
  10
  +7/+2
  +7
  +7
  +7
  Ki strike +1, AC +2
  11
  +8/+3
  +7
  +7
  +7
  Diamond body
  12
  +9/+4
  +8
  +8
  +8
  Abundant step, d12 Damage,
  +10 ft. Move
  13
  +9/+4
  +8
  +8
  +8
  Diamond Soul, Ki strike +2
  14
  +10/+5
  +9
  +9
  +9
  +3 Character Points
  15
  +11/+6/+1
  +9
  +9
  +9
  Quivering Palm, AC +3, +10 ft.
  Move
  16
  +12/+7/+2
  +10
  +10
  +10
  Ki strike +3, d20 Damage
  17
  +12/+7/+2
  +10
  +10
  +10
  Timeless body, Tongue of sun
  and moon
  18
  +13/+8/+3
  +11
  +11
  +11
  Slow fall (any distance), +10 ft.
  Move
  19
  +14/+9/+4
  +11
  +11
  +11
  Empty body
  20
  +15/+10/+5
  +12
  +12
  +12
  Perfect self, AC +4
  TABLE 5-29: PALADIN
  Hit Dice: d10
  Skill Points per Level: 2 + Int modifier
  Base
  Attack
  Ref
  Will
  Fort
  Level
  Bonus
  Save Save Save Special
  1
  +1
  +0
  +0
  +2
  Detect evil, Divine grace, Lay
  on hands, Divine health,  
  3 Armour Proficiency Feats
  2
  +2
  +0
  +0
  +3
  Aura of courage, Smite evil
  3
  +3
  +1
  +1
  +3
  Remove disease 1/week, Turn
  undead
  4
  +4
  +1
  +1
  +4
  +1 Character Point
  5
  +5
  +1
  +1
  +4
  Special Mount
  6
  +6/+1
  +2
  +2
  +5
  Remove Disease 2/week,
  +1 1st Level spell
  7
  +7/+2
  +2
  +2
  +5
  +1 Character Point
  8
  +8/+3
  +2
  +2
  +6
  +2 Character Points
  9
  +9/+4
  +3
  +3
  +6
  Remove Disease 3/week
  10
  +10/+5
  +3
  +3
  +7
  +3 Character Points,
  +1 2nd Level spell
  11
  +11/+6/+1
  +3
  +3
  +7
  +3 Character Points
  12
  +12/+7/+2
  +4
  +4
  +8
  Remove Disease 4/week,
  +1 3rd Level spell
  13
  +13/+8/+3
  +4
  +4
  +8
  +4 Character Points
  14
  +14/+9/+4
  +4
  +4
  +9
  +3 Character Points,
  +1 1st Level spell
  15
  +15/+10/+5
  +5
  +5
  +9
  Remove Disease 5/week,
  +1 4th Level spell
  16
  +16/+11/+6/+1
  +5
  +5
  +10
  +3 Character Points,
  +1 2nd Level spell
  17
  +17/+12/+7/+2
  +5
  +5
  +10
  +3 Character Points,
  +1 3rd Level spell
  18
  +18/+13/+8/+3
  +6
  +6
  +11
  Remove Disease 6/week,
  +1 1st Level spell
  19
  +19/+14/+9/+4
  +6
  +6
  +11
  +1 2nd, +1 3rd, +1 4th Level spell
  20
  +20/+15/+10/+5
  +6
  +6
  +12
  +4 Character Points,
  +1 4th Level spell
  TABLE 5-34: CLASS AND CROSS CLASS COMBAT SKILLS FOR FANTASY 20 CLASSES
  Barbarian
  Bard
  Cleric
  Druid
  Fighter
  Monk
  Paladin
  Ranger
  Rogue
  Sorcerer
  Wizard
  Archery
  •
  •
  x
  x
  •
  x
  x
  •
  •
  x
  x
  Gun Combat
  x
  x
  x
  x
  x
  x
  x
  x
  x
  x
  x
  Heavy Weapons
  x
  x
  x
  x
  •
  x
  •
  x
  x
  x
  x
  Melee Attack
  •
  x
  x
  x
  •
  x
  •
  •
  •
  x
  x
  Melee Defence
  •
  •
  •
  x
  •
  x
  •
  •
  x
  x
  x
  Ranged Defence
  x
  •
  •
  •
  •
  •
  •
  x
  •
  x
  x
  Special Ranged Attack
  x
  x
  •
  x
  x
  x
  •
  x
  x
  •
  •
  Thrown Weapons
  •
  •
  x
  •
  x
  •
  x
  •
  •
  x
  x
  Unarmed Attack
  •
  x
  x
  x
  x
  •
  x
  x
  x
  x
  x
  Unarmed Defence
  x
  x
  x
  x
  x
  •
  x
  x
  x
  x
  x
  • Class Skill    x Cross Class Skill
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  36
  CHAPTER 5:
  CLASSES
  TABLE 5-33: WIZARD
  Hit Dice: d4
  Skill Points per Level: 2 + Int modifier
  Base
  Attack
  Ref
  Will
  Fort
  Level
  Bonus
  Save Save Save Special
  1
  +0
  +0
  +2
  +0
  Summon familiar, Scribe scroll,
  +3 0th, +1 1st Level spell
  2
  +1
  +0
  +3
  +0
  +1 0th, +1 1st Level spell
  3
  +1
  +1
  +3
  +1
  +1 2nd Level spell
  4
  +2
  +1
  +4
  +1
  +1 1st, +1 2nd Level spell
  5
  +2
  +1
  +4
  +1
  Bonus Feat,
  +1 3rd Level spell
  6
  +3
  +2
  +5
  +2
  +1 2nd, +1 3rd Level spell
  7
  +3
  +2
  +5
  +2
  +1 1st, +1 4th Level spell
  8
  +4
  +2
  +6
  +2
  +1 3rd, +1 4th Level spell
  9
  +4
  +3
  +6
  +3
  +1 2nd, +1 5th Level spell
  10
  +5
  +3
  +7
  +3
  Bonus Feat,
  +1 4th, +1 5th Level spell
  11
  +5
  +3
  +7
  +3
  +1 3rd, +1 6th Level spell
  12
  +6/+1
  +4
  +8
  +4
  +1 5th, +1 6th Level spell
  13
  +6/+1
  +4
  +8
  +4
  +1 4th, +1 7th Level spell
  14
  +7/+2
  +4
  +9
  +4
  +1 6th, +1 7th Level spell
  15
  +7/+2
  +5
  +9
  +5
  Bonus Feat,
  +1 5th, +1 8th Level spell
  16
  +8/+3
  +5
  +10
  +5
  +1 7th, +1 8th Level spell
  17
  +8/+3
  +5
  +10
  +5
  +1 6th, +1 9th Level spell
  18
  +9/+4
  +6
  +11
  +6
  +1 8th, +1 9th Level spell
  19
  +9/+4
  +6
  +11
  +6
  +1 7th, +1 9th Level spell
  20
  +10/+5
  +6
  +12
  +6
  Bonus Feat,
  +1 8th, +1 9th Level spell
  TABLE 5-31: ROGUE
  Hit Dice: d6
  Skill Points per Level: 8 + Int modifier
  Base
  Attack
  Ref
  Will
  Fort
  Level
  Bonus
  Save Save Save Special
  1
  +0
  +2
  +0
  +0
  Sneak attack +1d6, 2 Armour
  Proficiencey Feats
  2
  +1
  +3
  +0
  +0
  Evasion
  3
  +2
  +3
  +1
  +1
  Uncanny dodge (Dex), Sneak
  attack +2d6
  4
  +3
  +4
  +1
  +1
  +1 Character Point
  5
  +3
  +4
  +1
  +1
  +1 Character Point, Sneak
  attack +3d6
  6
  +4
  +5
  +2
  +2
  Uncanny dodge (Flanking)
  7
  +5
  +5
  +2
  +2
  Sneak attack +4d6
  8
  +6/+1
  +6
  +2
  +2
  +3 Character Points
  9
  +6/+1
  +6
  +3
  +3
  Sneak Attack +5d6
  10
  +7/+2
  +7
  +3
  +3
  +3 Character Points, Special
  Ability
  11
  +8/+3
  +7
  +3
  +3
  Uncanny dodge (+1 traps),
  Sneak attack +6d6
  12
  +9/+4
  +8
  +4
  +4
  +3 Character Points
  13
  +9/+4
  +8
  +4
  +4
  Sneak attack +7d6, Special
  ability
  14
  +10/+5
  +9
  +4
  +4
  Uncanny dodge (+2 traps)
  15
  +11/+6/+1
  +9
  +5
  +5
  +3 Character Points, Sneak
  attack +8d6
  16
  +12/+7/+2
  +10
  +5
  +5
  Special ability
  17
  +12/+7/+2
  +10
  +5
  +5
  Uncanny dodge (+3 traps),
  Sneak attack +9d6
  18
  +13/+8/+3
  +11
  +6
  +6
  +3 Character Points
  19
  +14/+9/+4
  +11
  +6
  +6
  Sneak Attack +10d6, Special
  ability
  20
  +15/+10/+5
  +12
  +6
  +6
  +4 Character Points, Uncanny
  dodge (+4 traps)
  TABLE 5-32: SORCERER
  Hit Dice: d4
  Skill Points per Level: 2 + Int modifier
  Base
  Attack
  Ref
  Will
  Fort
  Level
  Bonus
  Save Save Save Special
  1
  +0
  +0
  +2
  +0
  Summon familiar
  +5 0th, +3 1st Level spell
  2
  +1
  +0
  +3
  +0
  +1 0th, +1 1st Level spell
  3
  +1
  +1
  +3
  +1
  +1 1st Level spell
  4
  +2
  +1
  +4
  +1
  +1 1st, +3 2nd Level spell
  5
  +2
  +1
  +4
  +1
  +1 2nd Level spell
  6
  +3
  +2
  +5
  +2
  +1 2nd, +3 3rd Level spell
  7
  +3
  +2
  +5
  +2
  +1 2nd, +1 3rd Level spell
  8
  +4
  +2
  +6
  +2
  +1 3rd, +3 4th Level spell
  9
  +4
  +3
  +6
  +3
  +1 3rd, +1 4th Level spell
  10
  +5
  +3
  +7
  +3
  +1 4th, +3 5th Level spell
  11
  +5
  +3
  +7
  +3
  +1 4th, +1 5th Level spell
  12
  +6/+1
  +4
  +8
  +4
  +1 5th, +3 6th Level spell
  13
  +6/+1
  +4
  +8
  +4
  +1 5th, +1 6th Level spell
  14
  +7/+2
  +4
  +9
  +4
  +1 6th, +3 7th Level spell
  15
  +7/+2
  +5
  +9
  +5
  +1 6th, +1 7th Level spell
  16
  +8/+3
  +5
  +10
  +5
  +1 7th, +3 8th Level spell
  17
  +8/+3
  +5
  +10
  +5
  +1 7th, +1 8th Level spell
  18
  +9/+4
  +6
  +11
  +6
  +1 8th, +3 9th Level spell
  19
  +9/+4
  +6
  +11
  +6
  +1 8th, +1 9th Level spell
  20
  +10/+5
  +6
  +12
  +6
  +2 9th Level spell
  TABLE 5-30: RANGER
  Hit Dice: d8
  Skill Points per Level: 6 + Int modifier
  Base
  Attack
  Ref
  Will
  Fort
  Level
  Bonus
  Save Save Save Special
  1
  +1
  +0
  +0
  +2
  Ambidexterity, Two Weapon
  Fighting Feat, Track, Favoured
  Enemy, 2 Armour Proficiencey
  Feats
  2
  +2
  +0
  +0
  +3
  +1 Character Point
  3
  +3
  +1
  +1
  +3
  +1 Character Point
  4
  +4
  +1
  +1
  +4
  +1 Character Point
  5
  +5
  +1
  +1
  +4
  Favoured Enemy
  6
  +6/+1
  +2
  +2
  +5
  +1 Character Point, 
  +1 1st Level spell
  7
  +7/+2
  +2
  +2
  +5
  +2 Character Points
  8
  +8/+3
  +2
  +2
  +6
  +2 Character Points
  9
  +9/+4
  +3
  +3
  +6
  +2 Character Points
  10
  +10/+5
  +3
  +3
  +7
  Favoured Enemy, 
  +1 2nd Level spell
  11
  +11/+6/+1
  +3
  +3
  +7
  +3 Character Points
  12
  +12/+7/+2
  +4
  +4
  +8
  +2 Character Points, 
  +1 3rd Level spell
  13
  +13/+8/+3
  +4
  +4
  +8
  +2 Character Points
  14
  +14/+9/+4
  +4
  +4
  +9
  +2 Character Points, 
  +1 1st Level spell
  15
  +15/+10/+5
  +5
  +5
  +9
  Favoured Enemy, 
  +1 4th Level spell
  16
  +16/+11/+6/+1
  +5
  +5
  +10
  +2 Character Points, 
  +1 2nd Level spell
  17
  +17/+12/+7/+2
  +5
  +5
  +10
  +3 Character Points, 
  +1 3rd Level spell
  18
  +18/+13/+8/+3
  +6
  +6
  +11
  +2 Character Points, 
  +1 1st Level spell
  19
  +19/+14/+9/+4
  +6
  +6
  +11
  +1 2nd, +1 3rd, 
  +1 4th Level spell
  20
  +20/+15/+10/+5
  +6
  +6
  +12
  Favoured Enemy, 
  +1 4th Level spell
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  37
  CHAPTER 6:
  ATTRIBUTES
  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-rank Attributes and a
  large number of low-rank 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 9: Select Character Defects, page 87). Each
  Defect can provide you with an additional Character Point or two, which
  can be used to acquire more Character Attributes or further increase your
  character’s Ability Scores.
  MODIFYING ATTRIBUTES AND
  ADJUSTING POINT COSTS
  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 existing Attributes 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.
  Additionally, 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
  STEP 6: ASSIGN
  ATTRIBUTES
  The six core Ability Scores represent your character’s basic abilities,
  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 your character’s Abilities, Race, and Class are
  available to acquire Attributes. 
  Character Points may be used to acquire Attributes, but since some
  represent exotic abilities (such as 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 Rank
  from 1-6 (or in a few cases, 1-10), but you can extend it beyond Rank 6
  with GM permission. Acquiring an Attribute or increasing it in Rank
  requires the expenditure of one or more Character Points depending on
  the Attribute’s Character Point cost per Rank. The Attribute descriptions
  indicate the Character Point cost, its game effects and limitations, and the
  Ability most relevant to the Attribute’s use should a Ability check dice
  roll be needed (see page 110 of Chapter 12: Combat).
  TABLE 6-1: CHARACTER ATTRIBUTES
  ATTRIBUTES
  POINT COST
  ABILITY SCORE
  PAGE
  Adaptation
  1 / Rank
  Constitution
  38
  Alternate Form
  2, 3, or 9 / Rank
  Constitution
  39
  Animal Friendship
  1 / Rank
  Charisma
  40
  Armour
  2 or 4 / Rank
  Constitution
  40
  Art of Distraction 
  1 / Rank
  Charisma
  41
  Attack Combat Mastery
  3 / Rank
  None
  42
  Aura of Command
  1 / Rank
  Charisma
  42
  Combination Attack
  3 / Rank
  None
  42
  Computer Scanning
  2 / Rank
  Intelligence
  42
  Contamination
  2 or 4 / Rank
  None
  43
  Damn Healthy!
  2 / Rank
  None
  43
  Defence Combat Mastery
  2 / Rank
  None
  43
  Divine Relationship
  1 / Rank
  None
  43
  Duplicate
  6 or 8 / Rank
  Constitution
  43
  Dynamic Sorcery
  8 / Rank
  Variable
  44
  Elasticity
  2 / Rank
  Constitution
  45
  Energy Bonus
  3 / Rank
  None
  45
  Enhanced [Ability]
  1 / Rank
  None
  46
  Environmental Control 
  1-2 / Rank
  Wisdom
  46
  Exorcism
  1 / Rank
  Wisdom
  46
  Extra Arms
  1 / Rank
  None
  47
  Extra Attacks
  8 / Rank
  None
  47
  Extra Defences
  3 / Rank
  None
  47
  Features
  1 / Rank
  None
  47
  Flight
  2-4 / Rank
  Dexterity
  47
  Flunkies
  1-2 / Rank
  Charisma
  48
  Force Field
  2-4 / Rank
  Wisdom
  48
  Healing 
  4 / Rank
  Wisdom
  49
  Heightened Awareness
  1 / Rank
  Wisdom
  49
  Heightened Senses
  1 / Rank
  Wisdom
  49
  Highly Skilled
  1 / Rank
  Variable
  49
  Hyperflight
  1 / Rank
  Constitution
  49
  Immunity
  10 / Rank
  Constitution
  50
  Insubstantial
  5 / Rank
  None
  50
  Invisibility
  3 / Rank
  None
  50
  Item of Power
  3-4 / Rank
  None
  50
  Jumping
  1 / Rank
  Strength
  51
  Magic
  4 / Rank
  None
  51
  ATTRIBUTES
  POINT COST
  ABILITY SCORE
  PAGE
  Massive Damage
  2 or 5 / Rank
  None
  52
  Mechanical Genius
  2 / Rank
  Intelligence
  52
  Metamorphosis
  5 / Rank
  None
  52
  Mimic
  7 or 10 / Rank
  Intelligence
  53
  Mind Control
  3-6 / Rank
  Wisdom
  53
  Mind Shield
  1 / Rank
  Wisdom
  54
  Natural Weapons
  1 / Rank
  None
  54
  Organisational Ties
  1-3 / Rank
  Charisma
  55
  Own a Big Mecha
  8 / Rank
  None
  56
  Personal Gear
  2 / Rank
  None
  57
  Pet Monster
  6 / Rank
  None
  57
  Place of Power
  1 / Rank
  None
  58
  Pocket Dimension
  2-4 / Rank
  Wisdom
  58
  Power Defence
  1 / Rank
  Variable
  59
  Projection
  1-4 / Rank
  Intelligence
  59
  Regeneration
  4 / Rank
  None
  60
  Reincarnation
  2 or 4 / Rank
  None
  60
  Rejuvenation
  1 / Rank
  Wisdom
  60
  Sensory Block
  1 / Rank
  Intelligence
  60
  Servant
  2 or 5 / Rank
  None
  60
  Sixth Sense
  1 / Rank
  Wisdom
  61
  Size Change
  1, 5, or 6 / Rank
  Constitution
  61
  Special Attack
  1 or 4 / Rank
  None
  61
  Special Defence
  1 / Rank
  None
  67
  Special Movement
  1 / Rank
  Dexterity
  67
  Speed 
  2 / Rank
  Dexterity
  68
  Spirit Ward
  1 / Rank
  Wisdom
  68
  Superstrength
  4 / Rank
  Strength
  68
  Swarm
  2 / Rank
  Constitution
  68
  Telekinesis
  2 or 4 / Rank
  None
  69
  Telepathy
  1-3 / Rank
  Intelligence
  70
  Teleport
  5 / Rank
  Intelligence
  70
  Train a Cute Monster
  1 / Rank
  Wisdom
  70
  Transmutation
  3-5 / Rank
  Intelligence
  72
  Tunnelling
  2 / Rank
  None
  72
  Unique Attribute
  1-5 / Rank
  Variable
  72
  Unknown Superhuman Power
  Variable
  Variable
  73
  Water Speed
  2 / Rank
  None
  73
  Wealth
  3 / Rank
  None
  73
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  38
  ADAPTATION
  Cost:
  1 Point/Rank
  Relevant Ability:Constitution
  Progression:
  The character is adapted to 1 environment/Rank
  The character can adapt to survive in a number of environments
  hostile to ordinary humans equal to his or her Adaptation Rank.
  Examples of hostile environments include: acidic/basic liquids, extra
  dimensional, extreme pressure, intense cold, intense heat, noxious gases,
  radiation, underwater (the ability to “breathe” water), and vacuum (low
  pressure, not the absence of air). Adaptation does not apply to non-
  human characters whose natural environment is not the Earth’s
  atmosphere (such as a mermaid living in the ocean). In these cases, the
  character must assign Adaptation (Earth Atmosphere) to survive in
  normal human environments. Surviving in low- or no-oxygen
  environments is a Special Defence Attribute (page 67), not Adaptation.
  The Attribute also provides 2 Points of Armour against
  environmental conditions and attacks similar to the adapted
  environment. For example, Adaptation (Heat) provides Armour while in
  the desert heat and against fiery blasts, while Adaptation (Pressure)
  provides Armour while deep-sea diving and against a crushing gravity
  attack. In most natural Earth environments, this Armour provides
  complete protection against the elements. Adaptation can thus be viewed
  as a very limited form of the Armour Attribute in many situations. A
  character with even Rank 1 Armour gains the benefits of Adaptation
  against normal environmental conditions. Armour does not protect
  against specific hostile environments that have less tangible damaging
  effects, such as extra dimensional, noxious gases, and underwater.
  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 character should pay for
  the Attribute with Character Points granted through Level progression.
  CHAPTER 6:
  ATTRIBUTES
  Trading Experience Points for Character Points
  In most other d20 System games, Character Points and
  Attributes do not exist.  If you would like to add BESM d20
  Attributes to your character from a different d20 System game,
  your Game Master may allow you to trade Experience Points (XP)
  for Character Points.  Since the number of XP required to obtain
  the next Level is equal to your character’s current character Level
  multiplied by 1,000 XP, adding 1 Character Point to your character
  reduces his or her XP total by 100 x current character Level.
  For example, if you want to add one Rank of the Regeneration
  Attribute (4 Points) to your 4th Level crafty spy character from
  another d20 System game, your character’s current Experience
  Point total would be reduced by 1,600 XP (4 Points x 100 x 4th
  Level = 1,600 XP).  Similarly, adding one Rank of the Own A Big
  Mecha Attribute (8 Points) to your 10th Level ever-questing knight
  d20 character reduces his or her XP total by 8,000 XP (8 Points x
  100 x 10th Level = 8,000 XP).
  Of course, this Point exchange also applies for Defects (see page
  87). Each Defect Bonus Point added to your other d20 System character
  increases his or her XP total by 100 x current character Level.
  Using this conversion guideline, any BESM d20 Attribute or
  Defect can be added to the d20 System game of your choice!
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  39
  ALTERNATE FORM
  Costs:
  2, 3, or 9 Points/Rank
  Relevant Ability:Constitution
  Progression:
  The character’s alternate form is built from 10 Character
  Points/Rank
  A character with Alternate Form can instantaneously transform
  into one other specific form that is determined during character creation
  and approved by the Game Master. Once selected, the form cannot be
  altered. Alternate Form allows the character to possess a radically
  different body shape than his or her normal human form, and exhibit
  exotic physical features as well.
  If a character only has a single, permanent, non-human form, this
  Attribute should not be applied. Instead, the character must acquire the
  relevant Attributes and Defects that best represent the form’s
  capabilities. A character with several different Alternate Forms should
  assign this Attribute multiple times. The Attributes gained in the
  character’s Alternate Form obviously cannot be Dependent (see page 88)
  upon the Alternate Form Attribute. Different Alternate Forms can be
  built with different Attribute Ranks as well. 
  PARTIAL-POWERED FORM (3 POINTS/RANK)
  The form is built from 10 Character Points for each Alternate Form
  Rank, which can be used to acquire Abilities, Attributes, and Defects.
  The character’s Abilities all drop to zero and thus must be raised with the
  Alternate Form’s new Character Points; Calculated Values also must be
  recalculated. Additionally, the character’s regular Attributes, Skills, and
  Defects no longer function in the Alternate Form, though the GM may
  decide that some Attributes (such as Personal Gear, Flunkies,
  Organisational Ties, Wealth, and others) and some Defects still retain
  their effects. Defects can also be assigned to the new Form to provide
  additional Character Points. Unless the GM indicates otherwise, normal
  clothing becomes part of the Alternate Form as well.
  FULL-POWERED FORM (9 POINTS/RANK)
  The form is built from 10 Character Points for each Alternate Form
  Rank, which can be used to acquire Attributes, and Defects. The
  character retains all the Abilities, Attribute Ranks, Skill Ranks, and
  Defect Bonus Points associated with his or her regular form. The newly
  acquired Attributes and Defects add to the character’s normal form. If
  the character’s Abilities are modified by the Enhanced [Ability]
  Attribute, the Calculated Values should be recalculated as necessary.
  Unless the GM indicates otherwise, normal clothing becomes part of the
  Alternate Form as well.
  COSMETIC CHANGES (2 POINTS)
  A “Rank 0” option of the Alternate Form Attribute is also available
  at the cost of 2 Character Points. This Rank allows a character to undergo
  cosmetic changes that confer no additional abilities on the target. This
  includes: a 10% size increase or decrease, change of gender, 50% age
  increase or decrease, colour changes (eye, skin, or hair), and minor
  physical changes (shape of ears, facial features, or bodily proportions).
  d20 MONSTERS
  If using other d20 source material containing monster write-ups,
  GMs may simply allow characters to adopt the form and abilities of a
  given monster using its Challenge Rating as a measure of its Character
  Point cost. Multiply the monster’s Challenge Rating by 10 and add 40 to
  determine the Character Point value of the given creature. For example,
  a CR 5 creature is roughly equal to 90 Points (5 x 10 = 50; 50 + 40 =
  90). Thus, a character with Rank 9 Alternate Form could assume the
  form of a CR 5 creature. GMs must remember that BESM d20 and other
  d20 products are not 100% compatible and consequently some abilities
  must be translated to use other d20 source material for BESM d20 (such
  as natural armour bonuses for Armour Class; see page 96).
  CHAPTER 6:
  ATTRIBUTES
  Sample Alternate Form using a d20 Monster
  A character has Alternate Form at Rank 11. He wishes to
  change shape into a giant so the player pulls out a d20 sourcebook
  and looks up a Hill Giant. The giant has the following d20 System
  stat block:
  Hill Giant
  Hit Dice:
  12d8+48 (102 hp)
  Initiative: 
  -1 (Dex)
  Speed:
  30 ft. (hide armor); base 40 ft.
  AC:
  20 (-1 size, -1 Dex, +9 natural, +3 hide)
  Attacks:
  Huge greatclub +16/+11 melee;
  or rock +8/+3 ranged
  Damage:
  Huge greatclub 2d6+10; or rock 2d6+7
  Special Attacks:
  Rock throwing
  Special Qualities: Rock catching
  Saves:
  Fort +12, Ref +3, Will +4
  Abilities: 
  Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
  Skills: 
  Climb +9, Jump +9, Spot +4
  Feats: 
  Cleave, Power Attack, Weapon Focus (greatclub)
  Challenge Rating: 7
  Adjusting the Stat Block
  As a CR 7 creature, the Hill Giant equals approximately 110
  Points (CR 7x10=70; 70+40=110). Thus, with Alternate Form
  at Rank 11, the character is able to assume the form of the giant. 
  The player does not need to rebuild the Hill Giant for use with
  BESM d20. The game mechanics of the creature largely remain the
  same with very minor changes. For example, if a monster has a
  breath weapon that allows it to breath fire once every 1d4 rounds
  for 12d10 damage in a cone extending out 50 feet, it is unnecessary
  to rebuild the breath weapon as a Special Attack (page 61). Simply
  use the mechanics presented under the monster’s write-up. The
  exact Rank of the attack is not importnt — the cost of the attack
  is already roughly calculated into the creature’s CR. 
  Some elements of the stat block must be adjusted, however.
  The first aspect that requires adjustment is Armour Class (see page
  96), which is handled differently in BESM d20. Remove all naturally
  derived modifiers from AC and subtract the base 10 to determine
  the monster’s AC. The naturally occuring armour that was removed
  is treated as the Armour Attribute (page 40), which is handled
  similar to damage reduction.
  Thus, the Hill Giant has the following modified AC:
  AC:
  -2 (-1 size, -1 Dex)
  Armour:
  12 (9 natural, 3 hide armour)
  Next, remove all Ability Score modifiers from the monsters
  Attack Bonuses to hit since Strength and Dexterity modifiers all
  provide a +0 modifier to attack rolls, regardless of the Ability
  Score’s modifier (see page 11). Thus, the Giant’s Attacks are:
  Attacks:
  Huge greatclub +9/+4 melee;
  or rock +9/+4 ranged
  All other stat aspects are handled the same way. While BESM
  d20 does not utilize certain Feats (see page 81), it is unnecessary to
  remove them from existing d20 characters/monsters — simply
  use the mechanics of the Feat, unchanged. While BESM d20 may
  handle it differently, the point value of the benefit remains the
  same in most instances.
  Using this method allows a player or GM to quickly use
  existing d20 characters/monsters with a minimum of conversion
  and calculation.
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  some nasty fate. When befriending a pack of animals, a dice roll penalty
  of -2 is assigned for two animals, -4 for 3-4 animals, -6 for 5-8 animals,
  -8 for 9-16 animals, and higher penalties for larger packs. If the attempt
  fails, the animal(s) may attack, threaten the character, or slink away,
  depending on its nature. A second attempt is usually not possible within
  a short period of time. If an animal is befriended, it will let the character
  and companions approach it, and will not attack or act aggressively
  unless it or the members of its pack or family are threatened. At the GM’s
  option, it may be affectionate enough to want to follow behind the
  character or somehow assist him or her. 
  An animal that has been befriended simply likes the character.
  Actual training of the animal takes time and requires the application of
  Handle Animal Skill (page 76). The character’s Rank in this Attribute is
  added to his or her Handle Animal Skill.
  ARMOUR
  Cost:
  2 or 4 Points/Rank
  Relevant Ability:Constitution
  Progression: 
  All attack damage the character receives is reduced by 4
  points/Rank
  The Armour Attribute represents actual armoured plates, or simply
  skin or clothing that is highly resistant to damage. It is most often found
  on combat vehicles, cyborgs, androids, giant monsters, and powerful
  magical beings.
  Armour reduces the damage that is inflicted on the character or
  structure (see Chapter 12: Combat for how damage works). Armour
  reduces the damage of each attack by 4 per Rank. The base cost for
  Armour is 4 Points/Rank.
  A number of options are available for the Armour Attribute, which
  alter the Attribute’s Point cost or modify the Armour’s effectiveness. The
  minimum Point cost of Armour, regardless of options, is 1 Character Point.
  PARTIAL
  The Armour has a small thin area (half Armour value, -1 to Point
  cost) or an unarmoured area (no Armour value, -2 to Point cost) that can
  be targeted using a Called Shot (see page 116). Point cost reductions
  apply to the total cost of Armour, not the cost per Rank.
  OPTIMISED ARMOUR
  The Armour is focused against a particular uncommon attack form.
  Eligible attack forms include electricity, cold, laser beams, fire/heat,
  energy blasts, etc. Armour cannot be optimised against broad categories
  such as blunt impacts or piercing weapons, however. Optimised Armour
  provides doubled protection against the chosen attack form only, and no
  protection against other forms. A character can acquire both Optimised
  Armour and ordinary Armour by assigning the Armour Attribute twice.
  SHIELD ONLY
  The Armour does not cover the character’s entire body. Instead, it
  is a shield that the user must deliberately interpose in front of a melee or
  unarmed attack using a Block Defence (see page 120). The character
  must also possess the  Block Ranged Attacks Feat to use the shield in a
  Block Defence against ranged attacks. If the character successfully
  defends, the shield’s Armour can protect against damage associated with
  the Attribute Rank. This option reduces the cost of Armour to 2
  SAMPLE ALTERNATE FORMS
  The examples given below suggest some Attributes that may be
  appropriate for the Alternate Forms, but the GM can modify them if
  desired. Other types of alternate forms can include electricity, radiation,
  light, emotion, data, dream, sound, and many others.
  • ANIMAL FORMS
  Many nature-based shapeshifters (and cursed martial artists) have
  one or more Partial-Powered animal forms. Suggested Attributes: any
  that are relevant to the specific animal form, such as Armour, Attack
  Combat Mastery, Damn Healthy!, Features, Flight, Heightened Senses,
  Jumping, Natural Weapons, Special Movement, Tunnelling, etc.
  • ELEMENTAL/CHEMICAL FORMS
  This option covers a wide range of possible forms, including: acid,
  base, gold, granite, ice, mercury, water, sulphur, synthetic drugs, etc.
  Suggested Attributes: Adaptation, Armour, Duplicate, Damn Healthy!,
  Elasticity, Enhanced [Ability], Extra Arms, Insubstantial, Massive
  Damage, Regeneration, Special Attack, Special Defence, Special
  Movement, Superstrength, Swarm, Water Speed.
  • FLAME FORM
  The character is composed of fire, and can ignite flammable objects
  on contact. Any person near the character may suffer burn damage as
  well. Suggested Attributes: Adaptation (Heat), Armour (Optimised to
  heat), Environmental Influence (Heat), Flight, Force Field, Special Attack
  (Aura).
  • GASEOUS FORM
  This form is less substantial than a liquid form. The character cannot
  pick up solid objects and can only exert the pushing force of a gentle wind.
  Suggested Attributes: Adaptation, Extra Attacks, Flight, Heightened
  Awareness, Invisibility, Insubstantial, Projection, Regeneration, Sixth
  Sense, Size Change, Special Attack, Special Defence, Speed.
  • INCORPOREAL FORM
  An Incorporeal form is without physical substance (for example, a
  ghost or living shadow). The character can pass through walls, walk on
  air or water, and perform similar ghost-like feats. Suggested Attributes:
  Adaptation, Flight, Invisibility, Insubstantial, Special Defence.
  • MELDING FORM
  The character can meld into any inanimate object, and still perceive
  nearby events as though he or she is still human. Once merged, the
  character cannot be harmed unless the object is damaged. Suggested
  Attributes: Adaptation, Insubstantial, Teleport (Within melded object),
  Tunnelling.
  • TWO-DIMENSIONAL FORM
  A 2-D character has height and width, but not depth. He or she
  can squeeze through the spaces between atoms, and is completely
  invisible when viewed from the side. An entire new two-dimensional
  universe may be waiting to be explored by such a character. Suggested
  Attributes: Adaptation, Insubstantial, Pocket Dimension, Special
  Defence, Special Movement, Speed.
  ANIMAL FRIENDSHIP
  Cost:
  1 Point/Rank
  Relevant Ability:Charisma
  Progression:
  Descriptive; see below
  A character with this Attribute has an unusual, instinctive empathy
  towards animals. On a successful Charisma check, the character can
  befriend an otherwise hostile or even ferocious animal. For example, this
  would allow a character to get past a police dog or guard dog. Utilising
  this ability requires behaving in a calm and friendly manner; a friendship
  cannot be made if the character or his or her friends have already attacked
  the animal. An “animal” is defined as a natural creature with Intelligence
  of 1-2 that lacks the ability to communicate via a structured language
  (that is, it cannot speak).
  The GM can apply difficulty penalties or bonuses to the Charisma
  check based on the character’s actions and the situation. For example, the
  dice roll modifier could be -4 if the animal is especially fierce or very loyal
  to its current owner, or +4 if the characters just saved the animal from
  CHAPTER 6:
  ATTRIBUTES
  RANK 1 +1 to the Handle Animal Skill.
  RANK 2 An additional +1 modifier is applied to the Charisma check. 
  +2 to the Handle Animal Skill.
  RANK 3 An additional +2 modifier is applied to the Charisma check. 
  +3 to the Handle Animal Skill.
  RANK 4 An additional +3 modifier is applied to the Charisma check. 
  +4 to the Handle Animal Skill.
  RANK 5 An additional +4 modifier is applied to the Charisma check. 
  +5 to the Handle Animal Skill.
  RANK 6 An additional +5 modifier is applied to the Charisma check. 
  +6 to the Handle Animal Skill.
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  Points/Rank (rather than 4 Points/Rank), and increases the protection
  provided from 4 Points/Rank to 8 Points/Rank.
  ART OF DISTRACTION
  Cost:
  1 Point/Rank
  Relevant Ability:Charisma
  Progression: 
  Descriptive; see below
  Art of Distraction may represent oratorical ability, innate charisma,
  or even a beautiful or resonant voice. This Attribute allows a character to
  distract a number of people or animals at a critical moment, provided he
  or she has some method of communicating with them (for example,
  talking, dancing, television broadcast, illusionary image, written word,
  etc.) If the character is trying to directly distract a potentially hostile
  group, such as an angry mob or a group of security guards, his or her
  Rank dictates how many people are distracted. If the character has an
  audience that is already prepared to listen, the Rank determines the
  CHAPTER 6:
  ATTRIBUTES
  RANK 1 The character can distract one individuals, or 5% of an audience
  will be motivated.
  RANK 2 The character can distract up to two individuals, or 10% of an
  audience will be motivated.
  RANK 3 The character can distract a small crowd (1-10 individuals), or
  20% of an audience will be motivated.
  RANK 4 The character can distract a medium crowd (11-50 individuals),
  or 50% of an audience will be motivated.
  RANK 5 The character can distract a large crowd (50-200 individuals), or
  75% of an audience will be motivated.
  RANK 6 The character can distract a very large crowd (200-1000
  individuals), or 95-100% of an audience will be motivated.
  Armour and Force Fields in other d20 Games
  If converting a BESM d20 character to another d20 System
  game, or vice verse, Armour (and Force Fields) is handled very
  simply. BESM d20 Armour is treated as Damage Reduction of an
  amount equal to its protective value. In most traditional d20
  games, Damage Reduction is vulnerable to a specific type of attack
  (such as “magic,” “good,” “chaotic,” etc.). When converting BESM
  d20 characters to other d20 games, the character’s Damage
  Reduction is not vulnerable to a specific attack unless the character
  assigned a Restriction in BESM d20 (typically a 1 to 3 BP Restriction,
  depending on how common the specific attack form is). 
  For example, a character with Rank 6 Armour, which provides
  24 points of protection, would have Damage Reduction 24/– in
  other d20 System games.  If the BESM d20 character also had a 2
  BP Restriction (Armour provides no protection against evil
  attacks), the Damage Reduction would be 24/evil. This system will
  also work in reverse – a creature with Damage Reduction 8/magic
  would have Rank 2 Armour with a 3 BP Restriction (Armour
  provides no protection against magical attacks) in BESM d20.  
  Some portions of a character/creature’s Armour Class in other
  d20 System games factor into its Armour rating, rather than
  Armour Class, in BESM d20.  If a creature gains a “natural,” “hide,”
  “armour,” or other naturally-occurring Armour Class bonus, that
  bonus is treated as protection provided via the Armour Attribute in
  BESM d20.  For example, a creature from another d20 System game
  that has an AC of 28 (-2 size, +1 Dex, +19 natural) would, in
  BESM d20, have an Armour Class Modifier (see page 96) of -1 (28
  less the +19 natural bonus minus the base of 10) but would have
  Armour that stops 19 damage (effectively equal to Rank 5 Armour
  with a 1 BP Restriction: -1 point of protection).  Any attack that hit
  the creature would have its damage reduced by 19.  Similarly, a
  character who was wearing chainmail armour, who had an Armour
  Class of 16 (+2 Dex, +4 armour) would have an Armour Class
  Modifier of +2 (16 - 4 for the chainmail armour - the base of 10)
  and 4 points of Armour in BESM d20.
  percentage of that audience that is distracted or moved enough to take
  action, whether that involves buying the character’s next CD, donating
  money to a charity, or voting for the character in an election. 
  If multiple people with this Attribute work as a team, the total
  number of people distracted is added together. Charisma is used both when
  distracting people physically (for example, with sex appeal) and when
  distracting someone through emotion, rhetoric, or force of personality.
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  CHAPTER 6:
  ATTRIBUTES
  COMBINATION ATTACK
  Cost:
  3 Points/Rank
  Relevant Ability:None
  Progression:
  The character can combine attacks with up to 2 other
  characters/Rank
  With training, individual characters can learn to combine their
  Special Attack Attribute into awesome displays of power. In order to do
  this, all the characters must have both the Combination Attack Attribute
  and the Special Attack Attribute. The number of characters that can
  combine at once is dependant on the Rank of Combination Attack; a
  character can combine with up to 2 other characters for each Rank. There
  is also an Energy Point cost associated with Combination Attack: 2
  Energy Points per person involved in the attack. Each character must pay
  this cost separately. For example, if four characters are combining, they
  each must pay 8 Energy Points. 
  The attack takes place on the Initiative of the character with
  the lowest Initiative and uses the character with the lowest attack
  modifier to determine if it hits. A single attack roll is made.
  The target has a defence penalty of -1 per character
  involved in the attack. If the attack succeeds, it inflicts
  double damage (for example, if two character combine,
  one with a 2d8 Special Attack and one with a 3d8
  Special Attack, the total damage inflicted would be
  10d8 — 5d8 doubled).
  Note that characters with the Combination
  Attack Attribute are not subject to the same
  restrictions as normal characters that perform a
  similar action (see Combined Attacks, page 117).
  COMPUTER SCANNING
  Cost: 2 Points/Rank
  Relevant Ability: Intelligence
  Progression:
  Descriptive; see below
  This Attribute allows a character to
  access, read, and understand data from all
  computers or “Silicon Age” technology in
  the Surrounding area. The DC for the
  check is determined by the complexity
  and security of the computer; most
  home computers are DC 10
  while high-tech secure
  machines are DC 20 to 30.
  When trying to access a
  computer built as an Item
  of Power, the character
  suffers a penalty of -2 for
  each Rank of the Item of
  Power. The Attribute
  Rank determines the
  maximum distance in
  which scanning can take
  place. To read multiple
  computers over a network,
  the area must be sufficient to encompass
  the target computers. Since this Attribute can be a very powerful tool in
  a campaign, the GM and players should ensure it is used appropriately.
  ATTACK COMBAT MASTERY
  Cost:
  3 Points/Rank
  Relevant Ability:None 
  Progression:
  The character’s Base Attack Bonus is increased by 1
  Point/Rank
  Combat Mastery denotes either an innate “killer instinct” or the
  character’s intimate knowledge of a wide range of offensive combat
  techniques covering all aspects of armed and unarmed encounters
  (including ranged weapons). Individual Combat Skills (page 80) let a
  character specialise with particular weapons or specific styles, but
  Combat Mastery allows a character to pick up any weapon (or use none
  at all) and still be dangerously proficient. See page 96 of Step 10:
  Determine Calculated Values for more information on the Base Attack
  Bonus.
  Each Rank in this Attribute raises the character’s Base
  Attack Bonus by one. This may provide a character
  with additional, secondary attacks should it
  increase the character’s Base Attack Bonus
  above +5, +10, or +15 (see page 14).
  AURA OF
  COMMAND
  Cost:
  1 Point/Rank
  Relevant Ability:Charisma
  Progression:
  Descriptive; see below
  The character possesses a natural
  knack for leadership. This Attribute is
  similar to Art of Distraction, except it
  only works on allies or subordinates or
  possibly with leaderless individuals
  looking for guidance (such as
  ordinary people caught in an
  emergency). Instead of
  distracting them, the
  character is able to inspire
  allies or neutrals into
  following him or her
  i n t o  d a n g e r o u s
  situations that they
  might otherwise avoid. 
  Simply because a
  character is in a position of
  authority over other people
  does not automatically imply
  that he or she possesses the
  Aura of Command Attribute. In
  a military structure, subordinates
  will usually follow most orders (even
  dangerous ones) without hesitation because
  it is part of their job. Aura of Command reflects a
  character’s almost unnatural ability to inspire others to
  engage in actions that few people would ever consider undertaking. Note
  that few leaders have an Aura of Command sufficient to inspire their
  entire force at once. Commanders usually concentrate on key individuals
  (such as immediate subordinates) and hope the actions of these people will
  encourage others to follow them.
  RANK 1 The character can inspire one person.
  RANK 2 The character can inspire up to two people.
  RANK 3 The character can inspire a small team (1-10 people).
  RANK 4 The character can inspire a medium team (11-50 people).
  RANK 5 The character can inspire a large team (50-200 people).
  RANK 6 The character can inspire a very large team (200-1000 people).
  RANK 1 Scanning can happen at the range of 1 foot.
  RANK 2 Scanning can happen at the range of 10 feet.
  RANK 3 Scanning can happen at the range of 100 feet.
  RANK 4 Scanning can happen at the range of 1 mile.
  RANK 5 Scanning can happen at the range of 10 miles.
  RANK 6 Scanning can happen at the range of 100 miles.
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  DAMN HEALTHY!
  Cost:
  2 Points/Rank
  Relevant Ability:None
  Progression:
  The character’s Hit Points are increased by 1d8/Rank (plus
  Constitution modifiers)
  Possessing this Attribute increases the Hit Points of the character,
  allowing him or her to withstand more damage in combat. See page 96
  of Step 10: Determine Calculated Values for more information on Hit
  Points. Note that characters with high Constitution scores may be very
  healthy even without this Attribute. A character with Damn Healthy!
  cannot also possess the Not So Tough Defect (page 93).
  DEFENCE COMBAT MASTERY
  Cost: 
  2 Points/Rank
  Relevant Ability:None
  Progression:
  The character’s Armour Class is increased by 1/Rank
  Defence Combat Mastery denotes either an innate “danger
  instinct,” or the character’s intimate knowledge of a wide range of
  defensive combat techniques covering all aspects of armed and unarmed
  encounters (including Special Attacks and ranged weapons). Individual
  defence combat Skills (page 80) let a character specialise with particular
  weapons or specific styles, but Defence Combat Mastery allows character
  to defend him or herself proficiently at all times.
  DIVINE RELATIONSHIP
  Cost:
  1 Point/Rank
  Relevant Ability:None
  Progression:
  The player may re-roll a number of dice rolls each game
  session equal to 1/Rank
  A character possessing a Divine Relationship may have powerful
  forces acting as his or her guardian, which can beneficially influence the
  outcome of important events. Alternatively, the character may be really
  lucky, have great karma, or can subtly influence his or her surroundings
  with thought alone. This relationship is represented through the re-
  rolling of undesirable dice rolls (this includes undesirable re-rolls as well).
  The player may choose to use the original roll, or any of the re-rolls, when
  determining the success of the action. The Rank dictates the number of
  times dice can be re-rolled in a single role-playing session, though the
  GM can alter this time frame as desired.
  DUPLICATE
  Cost:
  6 or 8 Points/Rank
  Relevant Stat:
  Constitution
  Progression:
  The duplicate is built from 10 Character Points/Rank
  A character with this ability can create one or more independent,
  self-aware duplicates of him or herself, each of which have a maximum
  number of Character Points dictated by the Attribute Rank. The
  duplicate is not under the character’s control, but will act in a manner
  consistent with the original character. Multiple duplicates can be in
  existence at any time, but creating a duplicate requires one non-combat
  action. 
  Duplicates only remain in existence for a limited time, usually for a
  single scene or long enough to complete a single task. Since this Attribute
  can have tremendous impact on a campaign if used too frequently, the
  GM should impose restrictions on its use as necessary. For example, the
  GM may limit the total number of simultaneously existing duplicates.
  The player should consider what consequences, if any, will arise should an
  enemy kill the duplicate.
  There are two different types of Duplicate: Customised (8
  Points/Rank) and Proportionate (6 Points/Rank).
  CUSTOMISED DUPLICATE
  The character can assign the duplicate’s Character Points as desired
  when this Attribute is first acquired, provided the duplicate does not gain
  CONTAMINATION
  Cost:
  2 or 4 Points/Rank
  Relevant Ability:None
  Progression:
  Descriptive; see below
  This Attribute represents the character’s ability to transform other
  people (or animals, or objects) into entities like him or herself. Frequently,
  this victim can then contaminate even more people. The method should
  be specified when the character is created. It might be similar to myths
  behind the vampire legend — the character’s blood carries a “plague”
  that, when ingested, mutates the person over a matter of hours or days.
  Alternatively, the character might lay an egg or seed (real or
  metaphorical) in the body of his or her prey, which will later hatch within
  the victim, killing him or her as a new monster is born. The character
  might even need to perform some special ritual that alters the victim.
  Whatever the case, the conditions under which the victim can become
  “contaminated” must be specified.
  For 2 Points/Rank, contamination is “difficult” — the victim must
  be willing, unconscious, or restrained for deliberate contagion to occur, or
  the target must perform an unusual activity (such as eating a morsel of
  the character’s flesh).
  For 4 Points/Rank contamination is “easy” — the contagion might
  be similar to a traditional werewolf attack, where a scratch or bite results
  in a victim becoming a werewolf. The GM can add special conditions,
  limitations, or effects to ensure that becoming a monster is a curse and
  not a blessing.
  The higher the Rank of Contamination, the faster the
  transformation occurs. There should always be some means of curing or
  delaying the eventual mutation, however. Possible cures include the
  death of the creature that inflicted the contaminant, radical surgery,
  blood transfusion, or a successful mystical healing.
  The GM will decide whether a player character who is turned into
  a monster remains in the player’s control or is reclassified as an NPC. Any
  retention (dreams, memories, etc.) of the victim’s former existence
  depends on the nature of the contamination and whether the victim has
  been “transformed,” “devoured,” or “reborn” in the process. A person
  who has been successfully contaminated will usually gain a certain
  number of Attributes “paid for” with the Bonus Points acquired by
  assigning new character Defects (often including Cursed, Ism, Marked,
  Permanent, and Owned, the last one representing servitude to his or her
  new master). Usually the mutation will result in a monstrous form similar
  to that of the character responsible. Thus, a spider alien that laid an egg
  in its victim may produce another spider alien, the victim of a vampire
  will grow fangs, etc. The GM should be wary of potentially undesirable
  possibilities such as a werewolf character infecting the entire group of
  characters, thereby creating an entire group of werewolves.
  The Contamination Attribute usually allows the creator or mother
  some measure of control over the newly transformed character. In these
  instances, the Rank of Contamination is added as a favourable modifier
  to any Mind Control attempts performed against the subject.
  A variation to Contamination inflicts the target with some sort of
  curse or disease, rather than transforming him or her into a different type
  of creature. Examples of these afflictions include rapid ageing,
  debilitating diseases, sensitivity to specific elements, etc.
  CHAPTER 6:
  ATTRIBUTES
  RANK 1 The transformation occurs over several months.
  RANK 2 The transformation occurs over several weeks.
  RANK 3 The transformation occurs over several days.
  RANK 4 The transformation occurs over several hours.
  RANK 5 The transformation occurs over several minutes.
  RANK 6 The transformation occurs over several rounds.
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  CHAPTER 6:
  ATTRIBUTES
  Casting a spell requires the character 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 accommodate the existence
  of the spell. Such spell creation is quite exhausting, however, drawing on
  the character’s Energy Points at a rate determined by the minimum Rank
  of the Attribute needed to produce a desired effect (whether the casting
  was a success or a failure) — see below. Should the spell effects target
  more than one person or object, the GM may choose to increase the
  effective Rank required by one if affecting two people, by two if affecting
  3-6 people, by three if affecting 7-20 people, and by four if affecting 21-
  50 people. The GM will decide the Attribute Rank needed to cast a
  particular spell.
  In addition, any spell that is an attack on another entity also
  requires an Attack dice roll to hit. If the spell inflicts direct damage, the
  target will normally be allowed a Defence roll to avoid its effects. If the
  spell is something that has a more indirect effect, an appropriate saving
  throw (usually Will or Fortitude) should be allowed to resist or see
  through the effects.
  any Attributes or Defects the original character does not possess.
  Additionally, Attributes and Defects cannot be raised to Ranks that
  would exceed the original character’s Ranks. The GM may waive this
  restriction if it seems appropriate. Once the Character Points are allocated
  to the duplicate in a specific pattern during character creation, the
  distribution cannot be changed; all duplicates ever made will be identical.
  PROPORTIONATE DUPLICATE
  If the Duplicate Rank is not sufficiently high to create a duplicate
  with the exact same number of Character Points as the original, a less-
  powerful duplicate is created. In these cases, the reduced Character Points
  are distributed over the duplicate’s Abilities, Attributes, Skills, and
  Defects proportionately with the original character. The one exception to
  this rule involves the Duplicate Attribute; the character may decide that
  his or her twin does not have the Duplicate Attribute.
  DYNAMIC SORCERY
  Cost:
  8 Points/Rank
  Relevant Ability: Variable
  Progression:
  Descriptive; see below
  This is the ability to use the mystical forces of Nature to alter
  reality. In anime, this can represent either the ability to improvise
  magical spells at a moment’s notice or the reality-bending capabilities of
  powerful entities like gods, goddesses, or angels. 
  Dynamic Sorcery is a very powerful 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. Limiting the character’s knowledge
  to just one discipline, however, reduces the Attribute cost to only 4
  Points/Rank. Such specialisations can include protection spells, elemental
  spells, weather spells, charm spells, necromantic spells, spells involving
  animal spirits, etc., or spells restricted to one of the magical schools
  (abjuration, conjuration, divination, enchantment, evocation, illusion,
  necromancy, or transmutation). 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. Such a heavy restriction may
  only cost 2 Points/Rank; the effects normally disappear when their
  subject leaves that reality (jacks out, wakes up, etc.).
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  All characters gain 1d2 Energy Point each Level (page 96), but
  characters with the Dynamic Sorcery Attribute gain additional Energy
  Points as they increase their Attribute Rank as well. The die type that
  these characters use to determine their Energy Point gain each Level
  increases from 1d2 at Rank 1 to 3d10 at Rank 10.
  ELASTICITY
  Cost:
  2 Points/Rank
  Relevant Ability:Constitution
  Progression:
  Descriptive; see below
  The character can stretch or contort his or her limbs and/or body to
  a superhuman degree. Increased Ranks not only provide greater
  flexibility, but also the control over fine manipulation (such as using a
  stretched finger to move specific tumbling mechanisms on a key lock). At
  high Ranks, characters can squeeze under doors and through small holes
  and cracks, as well as mimic crude shapes (an excellent way to represent
  a character who has a liquid-like form as well). While stretched, the
  character receives +1 Unarmed Attack/Defence (Grappling) Skill
  bonuses for each Rank of Elasticity. In anime, this is most appropriate for
  monsters (especially those with serpentine or tentacle limbs) or giant
  robots with extendable arms.
  ENERGY BONUS
  Cost:
  3 Points/Rank
  Relevant Ability:None
  Progression:
  The characters’ Energy Points are increased by 20 Points/Rank
  Possessing this Attribute increases the Energy Points of the
  character, allowing him or her to draw on a greater pool of energy
  reserves in times of need. This Attribute is particularly important for
  characters with the Dynamic Sorcery or Magic Attributes (page 44 and
  51). See page 96 of Step 10: Determine Calculated Values for information
  on Energy Points and their uses.
  The Level of a spell is determined by its application, power,
  usefulness, and duration. The spell Levels 0 through 9 are equivalent to
  those given in the Player’s Handbook and other d20 System products. A
  character can cast a spell from one of these other d20 System books, or
  can create their own spell effect with power approximating other spells at
  a similar Level. Thus, a character with Rank 3 Dynamic Sorcery could use
  Energy Points to cast any number of 0th, 1st, or 2nd Level spells in the
  Player’s Handbook (or other d20 System book), or spells of similar power,
  provided the character has sufficient Energy Points remaining.
  CHAPTER 6:
  ATTRIBUTES
  RANK 1
  The character can cast spells of no real power (0th Level d20
  System spells or the equivalent). Spells cost 1 Energy Point to
  cast. The character rolls 1d2 to determine Energy Points
  gained each Level. Examples of 0th Level spells are Detect
  Magic, Know Direction, Light, Mending, and Open/Close.
  RANK 2
  The character can cast weak spells of little power (1st Level
  d20 System spells or the equivalent). Spells cost 4 Energy
  Points to cast. The character rolls 1d4 to determine Energy
  Points gained each Level. Examples of 1st Level spells are
  Change Self, Comprehend Languages, Endure Elements,
  Erase, and Sleep.
  RANK 3
  The character can cast spells of minor power (2nd Level d20
  System spells or the equivalent). Spells cost 9 Energy Points to
  cast. The character rolls 1d6 to determine Energy Points gained
  each Level. Examples of 2nd Level spells are Darkness, Hold
  Person, Levitate, Speak with Animals, and Summon Swarm.
  RANK 4
  The character can cast spells of moderate power (3rd Level
  d20 System spells or the equivalent). Spells cost 16 Energy
  Points to cast. The character rolls 1d8 to determine Energy
  Points gained each Level. Examples of 3rd Level spells are
  Bestow Curse, Blink, Remove Disease, Speak with Plants, and
  Summon Nature’s Ally III (summons one black bear or
  wolverine or 2 - 5 badgers).
  RANK 5
  The character can cast spells of major power (4th Level d20
  System spells or the equivalent). Spells cost 25 Energy Points
  to cast. The character rolls 1d10 to determine Energy Points
  gained each Level. Examples of 4th Level spells are Cure
  Critical Wounds, Improved Invisibility, Sleet Storm, and
  Stoneskin.
  RANK 6
  The character can cast spells of great power (5th Level d20
  System spells or the equivalent). Spells cost 36 Energy Points
  to cast. The character rolls 1d12 to determine Energy Points
  gained each Level. Examples of 5th Level spells are Raise
  Dead, Summon Nature’s Ally V (summons one rhinoceros or
  tiger or 2 — 5 black bears), Teleport, and Wall of Stone.
  RANK 7
  The character can cast spells that are exceptionally powerful
  (6th Level d20 System spells or the equivalent). Spells cost 49
  Energy Points to cast. The character rolls 2d8 to determine
  Energy Points gained each Level. Examples of 6th Level spells
  are Antilife Shell, Control Weather, Geas/Quest, and Heal.
  RANK 8
  The character can cast spells that are extraordinarily powerful
  (7th Level d20 System spells or the equivalent). Spells cost 64
  Energy Points to cast. The character rolls 1d20 to determine
  Energy Points gained each Level. Examples of 7th Level spells
  are Greater Scrying, Resurrection, Reverse Gravity, and Summon
  Nature’s Ally VII (summons one elephant or 2 — 5 tigers).
  RANK 9
  The character can cast spells that are of primal power (8th Level
  d20 System spells or the equivalent). Spells cost 81 Energy
  Points to cast. The character rolls 2d12 to determine Energy
  Points gained each Level. Examples of 8th Level spells are
  Discern Location, Earthquake, Finger of Death, and Sunburst.
  RANK 10 The character can cast spells that are of godlike power (9th
  Level spells or the equivalent). Spells cost 100 Energy Points
  to cast. The character rolls 3d10 to determine Energy Points
  gained each Level. Examples of 9th Level spells are Soul Bind,
  Summon Nature’s Ally IX (summons one elder elemental or 2
  — 5 elephants), Time Stop, and True Resurrection.
  RANK 1 The character can stretch one body part up to 5x its regular
  dimensions and receives +1 to Unarmed Attack/Defence
  (Grappling) Skill checks.
  RANK 2 The character can stretch two body parts up to 5x their regular
  dimensions and receives +2 to Unarmed Attack/Defence
  (Grappling) Skill checks.
  RANK 3 The character can stretch three body parts up to 5x their regular
  dimensions and receives +3 to Unarmed Attack/Defence
  (Grappling) Skill checks.
  RANK 4 The character can stretch his or her entire body up to 5x its
  regular dimensions and receives +4 to Unarmed Attack/Defence
  (Grappling) Skill checks.
  RANK 5 The character can stretch his or her entire body up to 10x its
  regular dimensions and receives +5 to Unarmed Attack/Defence
  (Grappling) Skill checks.
  RANK 6 The character can stretch his or her entire body up to 20x its
  regular dimensions and receives +6 to Unarmed Attack/Defence
  (Grappling) Skill checks.
  Dynamic Sorcery Without Energy Points
  The Game Master may allow players to assign an even more
  powerful version of the Dynamic Sorcery Attribute as well, at the
  cost of 20 Points/Rank. This variation is similar to the original one,
  except the character does not burn Energy Points when casting
  spells. Consequently, the character can cast any number of spells (as
  appropriate for his or her Rank) without growing tired or running
  out of Energy. GMs and players should understand that this
  alternative is very powerful, and should only use it if they believe
  it will not unbalance their game.
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  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. The size of the environment the
  character can control is determined by the character’s Rank.
  EXORCISM
  Cost:
  1 Point/Rank
  Relevant Ability:Wisdom
  Progression:
  Descriptive; see below
  A character with this Attribute knows how to perform or create
  rituals, charms, or spells capable of driving out, binding, or banishing
  demons (or possibly other supernatural entities). 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. Normal characters and creatures
  are not affected by Exorcism.
  Each attempt at exorcism counts as an attack and requires a
  Wisdom check with a +1 bonus per Rank 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 Will Save, with a penalty equal to the Rank of the
  Exorcism Attribute.
  If the attack succeeds (the exorcist makes his or her Wisdom check
  and the entity fails his or her own Will save) 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 equal to
  5 Points times the attacker’s Exorcism Rank. 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). If the entity is ever
  reduced to 0 or fewer Energy Points as a result of the spiritual attack, it
  is either banished to its own dimension (if normally extra-dimensional),
  turned to dust, or permanently “sealed” in an object or in a mystic
  ENHANCED [ABILITY]
  Cost:
  1 Point/Rank
  Relevant Stat:
  None
  Progression:
  One of the character’s Ability Scores is increased by 2/Rank
  This Attribute is useful when a character should have one or more
  high Ability Values, but the player wants to indicate that the elevated
  Abilities were gained after a supernatural event occurred (or during
  character advancement). In most instances, assigning Character Points to
  the Enhanced [Ability] Attribute or to the Ability directly results in the
  same benefit: a character with a Constitution of 18 or a Constitution of 10
  with Enhanced [Constitution] at Level 4 both have a Constitution of 18.
  ENVIRONMENTAL CONTROL
  Cost:
  1-2 Points/Rank
  Relevant Ability:Wisdom
  Progression:
  Descriptive; see below
  The character can affect environmental conditions such as light,
  heat, darkness, or weather. This is most appropriate for characters with
  magical control over 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 acquire the
  Attribute multiple times.
  • LIGHT
  The character can illuminate an area with light as bright as a sunny
  day on Earth. Light control costs 1 Point/Rank.
  • DARKNESS
  The character can summon smoke, fog, darkness, or the like to
  enshroud an area, blocking normal vision. Darkness control costs 2
  Points/Rank if the character can create total darkness that completely
  obscures light sources, or 1 Point/Rank if the darkness is only partial.
  • SILENCE
  The character can block out sounds within the area of effect. It costs
  1 Point/Rank to create a barrier that prevents anyone outside from
  hearing sounds coming from within or vice versa, or 2 Points/Rank to
  create a zone of silence where no sounds exists.
  • TEMPERATURE
  The character can alter temperatures in the area from arctic cold to
  desert heat. If the character wishes to produce heat or cold sufficient to
  start fires or instantly freeze someone solid, the player should assign the
  Special Attack Attribute (page 61) instead. Temperature control costs 1
  Point/Rank if the character is limited to either increasing or decreasing
  temperature, or 2 Points/Rank if he or she can do both.
  • WEATHER
  The character can alter the weather to create or still weather
  conditions of various sorts such as breezes, winds, rain, snow, fog, or
  storms. For weather that is reasonable for the local climate, the area
  affected depends on the character’s Level as shown below. For weather
  that is abnormal (rain in a desert, snow in a hot summer) or violent
  (lightning storm, blizzard, hurricane), the character’s Rank is treated as
  one less for purposes of area affected or two less if both violent and
  abnormal. If this would reduce the Rank below 1, the effect cannot be
  produced. For focused attacks, such as lightning bolts or tornadoes, use
  the Special Attack Attribute (page 61) instead. To produce precise effects
  or keep abnormal or violent weather under control, the GM may require
  a Wisdom check with a penalty equal to the area Rank (for example, -4
  if affecting a regional area) and a bonus equal to the character’s Attribute
  Rank (for example, +5 if the character has Rank 5). 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. Weather control costs 2 Points/Rank if general in nature, or 1
  Point/Rank if very specific (such as, “rain making”).
  CHAPTER 6:
  ATTRIBUTES
  RANK 1 The character can affect a small area (like a room).
  RANK 2 The character can affect a modest area (like a house).
  RANK 3 The character can affect a local area (like a neighbourhood or
  village).
  RANK 4 The character can affect a regional area (like an entire city).
  RANK 5 The character can affect a large area (like an entire county).
  RANK 6 The character can affect an entire region (like a state, province,
  or small country).
  RANK 1 The exorcist’s Wisdom check is made at +1 bonus. The target’s
  Will save made at -1 penalty. Success drains 5 Energy Points
  from the target. 
  RANK 2 The exorcist’s Wisdom check is made at +2 bonus. The target’s
  Will save made at -2 penalty. Success drains 10 Energy Points
  from the target. 
  RANK 3 The exorcist’s Wisdom check is made at +3 bonus. The target’s
  Will save made at -3 penalty. Success drains 15 Energy Points
  from the target. 
  RANK 4 The exorcist’s Wisdom check is made at +4 bonus. The target’s
  Will save made at -4 penalty. Success drains 20 Energy Points
  from the target. 
  RANK 5 The exorcist’s Wisdom check is made at +5 bonus. The target’s
  Will save made at -5 penalty. Success drains 25 Energy Points
  from the target. 
  RANK 6 The exorcist’s Wisdom check is made at +6 bonus. The target’s
  Will save made at -6 penalty. Success drains 30 Energy Points
  from the target.
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  performing more than one defensive action each round (see page 120)
  only apply after the extra defences are used. For example, a -2 penalty is
  applied to the fifth defence for a character with Rank 3 Extra Defences.
  FEATURES
  Cost:
  1 Point/Rank
  Relevant Ability:None
  Progression:
  The character has 1 feature/Rank
  The character possesses one or more secondary abilities that grant
  useful but mundane, non-combat related advantages. Features are
  typically possessed by non-humans and reflect various, minor biological
  or technological advantages.
  Examples of racial features include homing instinct, longevity,
  moulting ability, a pouch, scent glands, secondary eyelids, etc.
  Examples of technological features suitable for building into cyborgs,
  robots, or androids include diagnostic equipment, gyrocompass,
  modem, radio, self-cleaning mechanism, etc. A wide range of other
  Attributes cover other more useful features such as gills, wings, fangs,
  and enhanced senses.
  FLIGHT
  Cost:
  2, 3, or 4 Points/Rank
  Relevant Ability:Dexterity
  Progression:
  Descriptive; see below
  A character with Flight can fly through an atmosphere or in space
  (in space, he or she would still need protection from the environment).
  This is a common ability for non-humans, mecha, and people with
  paranormal powers. The method used to achieve flight can vary greatly:
  wings, propellers, rotors, rockets, anti-gravity, hot air, psionic levitation,
  magic, or some other technique.
  Depending on the speed at which the character is moving,
  opponents may suffer a penalty to hit the character (see Attacking
  Moving Targets, page 119). A fast-moving character may have an attack
  penalty as well.
  Flight costs 4 Points/Rank if the character can hover and fly at
  variable speeds, take off and land vertically, or stop in mid-air. This is the
  most common type of flight possessed by characters.
  Flight costs 3 Points/Rank if the flyer cannot hover, but instead flies
  like a normal airplane. Thus, the character needs a smooth surface for
  landing and take off, and must maintain a minimum speed (at least 1/10
  of its maximum speed) once airborne to avoid crashing.
  Flight costs 2 Point/Rank if the flyer is either a Skimmer/Hovercraft
  or a Glider.
  • SKIMMER / HOVERCRAFT
  The character is limited to skimming no more than a yard or two
  off the ground or water. He or she may be riding on a cushion of air,
  magnetic lines of force, or even travelling along magical lines.
  • GLIDER
  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.
  location (an Item or Place of Power may be ideal) until a specific action is
  taken that breaks the seal (GM’s option). 
  Spiritual entities from other d20 System games that do not have
  Energy Points outlined in their description have, on average, 4 Energy
  Points times their Effective Character Level (ECL).
  EXTRA ARMS
  Cost:
  1 Point/Rank
  Relevant Ability:None
  Progression:
  Descriptive; see below
  Unless indicated otherwise, all characters possess two arms (or
  similar appendages) and hands. By assigning this Attribute, the character
  can acquire more. In anime, robots, tentacled monsters and non-humans
  with prehensile tails often have Extra Arms. Some long-haired sorcerers
  or demons also make their hair “come alive” to work as an Extra Arm.
  An “arm” is defined loosely as an appendage that can reach out and
  manipulate objects with some finesse. 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. Legs with paws or feet are not usually considered to be
  “arms” unless the character has good manipulation ability when using
  them (such as the way chimpanzees can use their feet to grasp objects).
  Extra arms are useful for holding onto several things at once, but do not
  give extra attacks (for that ability, see Extra Attacks Attribute below). A
  tractor beam is a specialised “arm” best simulated by the Telekinesis
  Attribute (page 69).
  Possessing only one arm or no arms is reflected by the Physical
  Impairment Defect (page 93).
  EXTRA ATTACKS
  Cost:
  8 Points/Rank
  Relevant Ability:None
  Progression:
  The character gains 1 extra attack each round/Rank
  This Attribute reflects the character’s ability to use every combat
  situation to his or her benefit. Each round, the character may make one
  or more additional offensive actions at the character’s maximum Base
  Attack Bonus, 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 GM must decide when the
  character can use his or her extra attacks. The suggested method spreads
  the actions roughly evenly over the character’s Initiative range. For
  example, if a character had three attacks and rolled an Initiative of 18, he
  or she would attack on Initiative numbers 18, 12, and 6. If the enemy
  rolls an Initiative of 20 and has 5 attacks (Extra Attacks Rank 4), he or
  she can attack on Initiative numbers 20, 16, 12, 8, and 4. This option has
  the advantage that it spreads actions over the entire combat round, but
  it involves the player paying closer attention to the Initiative numbers.
  Alternatively, the attacks may be carried out at the same time during the
  character’s single Initiative.
  EXTRA DEFENCES
  Cost:
  3 Points/Rank
  Relevant Ability:None
  Progression:
  The character gains 1 extra defence each round/Rank
  This Attribute reflects the character’s ability to use every defensive
  combat situation to his or her benefit. Each round, the character may
  make one or more additional defensive actions. Additionally, penalties for
  CHAPTER 6:
  ATTRIBUTES
  RANK 1 The character possesses 1 extra arm.
  RANK 2 The character possesses 2-3 extra arms.
  RANK 3 The character possesses 4-8 extra arms.
  RANK 4 The character possesses 9-15 extra arms.
  RANK 5 The character possesses 16-25 extra arms.
  RANK 6 The character possesses 26-50 extra arms.
  RANK 1 The character can fly at speeds up to 10 mph (approximately 18
  feet/round). 
  RANK 2 The character can fly at speeds up to 50 mph (approximately 90
  feet/round).
  RANK 3 The character can fly at speeds up to 100 mph.
  RANK 4 The character can fly at speeds up to 500 mph.
  RANK 5 The character can fly at speeds up to 1,000 mph.
  RANK 6 The character can fly at speeds up to 5,000 mph.
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  an ordinary Force Field is form-fitting. All Fields will block anyone who
  is not Insubstantial at Rank 6 (page 50) from moving through it. If a
  character with an extended Force Field also has Flight or Hyperflight, 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 customised Abilities or
  Disabilities. Each Ability taken reduces the protection provided by the
  Field by 10 Points, but gives it some special capability. Each Disability
  taken increases the protection of the Field by 10 Points but adds some
  sort of weakness.
  See the sidebar “Armour and Force Fields in Other d20 Games”
  (page 41) for additional information.
  FORCE FIELD ABILITIES
  • AIR-TIGHT
  The Field prevents the passage of gas molecules. While this is a
  beneficial defence against toxic gas attacks, a character in the Field will
  eventually deplete all breathable oxygen.
  • BLOCKS INCORPOREAL
  The Field prevents the passage of astral or extra dimensional
  characters through it. It also stops characters currently using Rank 6
  Insubstantial (page 50). 
  • BLOCKS TELEPORT
  A character cannot teleport into or out of the Field. This is mostly
  useful only for extendable Force Fields or those that protect mecha. It
  cannot be used with the Shield Only Disability.
  • FIELD-PENETRATING
  The Force Field can be used to interpenetrate other Force Fields
  while making attacks (or moving through them). If the character’s Field
  is in direct contact with an enemy Force Field, and can stop more damage
  than the foe’s, the enemy’s Field is neutralised and offers no protection
  against the character’s attack, but is still up. In the case of an extended
  Field or wall, the character can actually move through the Field.
  • OFFENSIVE
  The Field delivers a powerful electric or energy shock to anyone
  who touches it, inflicting 1d6 damage for every 10 damage the Force
  Field currently blocks. Consequently, the damage delivered by an
  Offensive Force Field decreases as the Field becomes damaged and is
  knocked down in Ranks of effectiveness.
  • REGENERATING
  If the character uses one non-combat action to regenerate the Force
  Field, it regains one lost Rank of effectiveness. A character with the Extra
  Attacks Attribute (page 47) can regenerate multiples Ranks each round.
  FORCE FIELD DISABILITIES
  • BOTH DIRECTIONS
  The Force Field blocks attacks moving in any direction, both
  inwards and outwards, thereby virtually preventing the user from
  attacking when the Force Field is up. This means that when the Force
  Field is active and the user makes an attack, the Force Field will affect
  their attack as it would an outside attacker’s (reducing the damage
  inflicted and going down in Ranks if its protection value is exceeded).
  This Disability cannot be used with the Shield Only Disability.
  • INTERNAL
  The field is only usable inside a specific mecha or other structure.
  This can be used to represent a Field that protects a vital part of a mecha’s
  interior such as the power plant or dungeon cells, or a character who
  draws his or her personal Force Field’s energy from some sort of power
  source inside his or her headquarters.
  • LIMITED
  The field has a major or minor limitation. 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
  FLUNKIES
  Cost:
  1 or 2 Points/Rank
  Relevant Ability:Charisma
  Progression:
  Descriptive; see below
  Flunkies hang around the character doing whatever he or she wants
  and never ask for anything in return. They can provide a character with
  more free time (“Got some more homework for you, my faithful friend....”),
  can keep the character safe from danger (“Quickly! Interpose yourself
  between me and that rabid wolf....”), or can simply make the character’s
  life easier (“My shoe is untied. Fix it!”) Flunkies aim to please, even at their
  own expense. They are also known as groupies, stooges, or toadies. 
  For 1 Point/Rank, the Flunkies are not warriors; they may get in
  the way of an enemy, or fight in self-defence, but will not attack. For 2
  Points/Rank, the Flunkies will take up arms at the request of their master.
  For specific talented and loyal battle-ready followers, see the Servant
  Attribute (page 60). Mercenaries who the character hires for specific tasks
  are not Flunkies, since they have their own agenda and expect
  compensation.
  Individual Flunkies are NPCs. A character’s Flunkies normally have
  identical Abilities and Attributes, although Skills may vary. A character
  may have Flunkies with varied Abilities or Attributes, but each one with
  a different set of Abilities or Attributes counts as two Flunkies. A Flunky
  should be built on 20 Character Points (plus any Defects) and (2 + Int
  Modifier) x4 Skills. All Skills are cross-class for a Flunky. 
  FORCE FIELD
  Cost:
  2, 3, or 4 Points/Rank
  Relevant Ability:Wisdom
  Progression:
  The Force Field reduces damage by 10 Points/Rank
  A Force Field is an energy field around the character that protects
  against incoming attacks. Force Fields can represent magical barriers,
  telekinetic shields, or technological “screens” that protect mecha.
  A typical anime Force Field is different from Armour, since it can
  be battered down by a sufficiently powerful attack. A Force Field can be
  “up” or “down.” When down, it does not stop any damage. Unless the
  Detectable Defect (page 90) is assigned, an up Force Field is invisible.
  Force Field status must be determined at the start of the character’s
  actions for the round and cannot be changed until his or her turn to act
  in the next round.
  Attack damage is first applied to the Force Field, with any additional
  penetrating damage applied against Armour (if any). Thus, if a weapon hit
  successfully penetrates a Force Field, the 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 Rank of effectiveness. The character can
  only regain Ranks if the field is down and regenerating, unless the
  Regenerating Ability is assigned. A Force Field recovers one Rank every
  round it is turned off and not in operation (“down”). A Force Field that is
  knocked down to zero Ranks automatically shuts off to regenerate.
  The cost is 4 Points/Rank if it is an area Force Field that is
  extendable to protect others nearby, 3 Points/Rank if it only protects the
  character, or 2 Points/Rank if it is a two-dimensional wall (up to 100
  square feet) or shield that acts as a barrier. A wall can be projected out to
  a distance of up to 15 feet away from the character.
  An extendable Force Field can be assumed to cover a diameter out
  to about 25% more than the character’s longest dimension (for example,
  the Force Field of a six-foot human would be about eight feet across). A
  wall is assumed to be about 100 square feet (such as a 10’x10’ wall), while
  CHAPTER 6:
  ATTRIBUTES
  RANK 1 The character controls 1 flunky.
  RANK 2 The character controls 2 flunkies.
  RANK 3 The character controls 3 or 4 flunkies.
  RANK 4 The character controls 5 to 7 flunkies.
  RANK 5 The character controls 8 to 12 flunkies.
  RANK 6 The character controls 13 to 20 flunkies.
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  HEIGHTENED SENSES
  Cost:
  1 Point/Rank
  Relevant Ability:Wisdom
  Progression:
  The character gains one heightened sense or technique/Rank
  A character with Heightened Senses has one or more senses that
  have been sharpened to a superhuman level of acuity. It can represent
  either the preternatural sharpening of a specific sense honed by special
  training (such as a blind person’s trained sense of touch) or the enhanced
  senses of a paranormal or technologically augmented character.
  Additionally, several Ranks of Heightened Senses reflect the capabilities
  of sensors built into spaceships and other commercial or military vehicles.
  For each Rank of the Heightened Senses Attribute, the character will
  either gain one enhanced sense (Type I), one sense technique (Type II), or
  a combination of Type I and Type II senses. The character must make a
  successful Wisdom or relevant Skill check against an appropriate DC to
  detect and pinpoint a specific target within a large area (for example, to
  listen to a specific conversation thought the background noise of the city).
  TYPE I
  One of the character’s five senses — hearing, smell, vision, taste, or
  touch — is enhanced, and can operate over an area of several city blocks.
  The character may take the same sense twice, which doubles the effect
  and extends the area of detection. A character using a Heightened Sense
  has a +4 bonus (+8 if the sense was heightened twice) on Ability and
  relevant Skill checks that relate to using that sense to perceive things that
  someone with human-level senses might conceivably notice.
  TYPE II
  The character has one Heightened Sense technique, which extends
  beyond human capabilities. Examples of techniques include: darkvision,
  electric current detection; infravision; magnetic field detection;
  microscopic vision; radar sense; radio reception; sonar detection;
  ultrasonic hearing; ultravision; vibration detection; X-ray vision. Most
  techniques only work at short range, often requiring line of sight.
  The Heightened Awareness Attribute (above) allows a lower Rank
  of enhancement for all of a character’s senses.
  HIGHLY SKILLED
  Cost:
  1 Point/Rank
  Relevant Ability:Variable
  Progression:
  The character gains an additional 4 Skill Points/Rank
  A character with this Attribute is more experienced or better
  trained than an ordinary person, and as a result has more Skill Points (see
  page 74) than an average adult. Extending this Attribute beyond Rank 6
  provides 4 additional Skill Points per Rank (for example, Rank 11 would
  provide a total of 44 Skill Points). Acquiring several Ranks of the Highly
  Skilled Attribute is the ideal method for creating a versatile character.
  HYPERFLIGHT
  Cost:
  1 Points/Rank
  Relevant Ability:Constitution
  Progression:
  Descriptive; see below
  This Attribute is intended for use in star-spanning campaigns,
  involving travel between solar systems or galaxies (or even planets at low
  Ranks). A character with Hyperflight can fly in the vacuum of space (but
  not in an atmosphere) between planets, starts, asteroids, solar systems,
  and galaxies, at speeds equal to or exceeding the speed of light. The
  player can determine whether this Attribute represents warp technology,
  jump point formation, or the breaking of known physical laws. The
  Flight Attribute (page 47) is required to escape from the atmosphere and
  gravity of a planet similar to Earth. Without Flight, the character can
  only achieve Hyperflight speeds by taking off when already in space.
  very specific type of weapon (such as lasers). A minor limitation counts as
  one Disability, a major limitation as two Disabilities.
  • SHIELD ONLY
  This type of Field is one of the 2 Points/Rank versions. The Field
  does not entirely surround the character. Instead, it is a shield (maximum
  of about 1 yard in diameter) that the user must deliberately interpose
  between an attack using a Block Defence (see page 120). The character
  must also possess the Block Ranged Attacks Feat to us the Field in a
  Block Defence against ranged attacks. If the character successfully
  defends, the Force Shield provides protection as normal. This Disability
  cannot be used with the Block Teleport Ability or Both Directions
  Disability. It counts as two Disabilities.
  • STATIC
  The character cannot move when generating the Field. 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.)
  • USES ENERGY
  The Force Field drains Energy Points from the character. Upon
  activation, the Field burns a number of the character’s Energy Points
  equal to half the total Point cost of the Attribute. The same number of
  Energy Points are consumed each minute the Field is up. This is not
  available for Force Fields acquired with the Magic Attribute (page 51)
  since they ordinarily burn Energy Points.
  HEALING
  Cost:
  4 Points/Rank
  Relevant Ability:Wisdom
  Progression:
  The character can restore up to 10 Hit Points/Rank to a target
  This Attribute allows a character to heal a target’s injuries
  (including him or herself; for continuous healing, see the Regeneration
  Attribute, page 60). 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.
  The maximum number of Hit Points that a Healer can restore to a
  particular person in any single day equals 10 per Rank. This cannot be
  exceeded, even if multiple healers work on a subject; the combined Hit
  Points restored cannot exceed the maximum Hit Points that the character
  with the highest Rank could restore. The subject must have at least a full
  day’s rest before he or she can benefit from any additional healing. Hit
  Points are restored over a 10-minute period, rather than instantly.
  A character with Healing Rank 4+ can cause a subject to regenerate
  lost body parts or organs, such as a severed hand. One with Rank 5+ can
  restore massive damage, such as putting a character together who was
  literally cut in half. 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. A
  character with Healing Rank 3+ may, however, revive someone who is
  “clinically” dead (serious injury, heart stopped) but not actually brain dead.
  A character is considered “dead” if his or her Hit Points are reduced to a
  bigger negative number than the characters maximum Hit Points. A healer
  can revive a mortally wounded character, however, if he or she can bring
  the subject’s Hit Points back up from beneath the negative threshold to a
  positive value quickly. This grace period can be extended indefinitely if the
  subject’s remains have been somehow placed in suspended animation.
  HEIGHTENED AWARENESS
  Cost:
  1 Point/Rank
  Relevant Ability:Wisdom
  Progression:
  The character gains a +2 bonus/Rank to specific Ability/Skill
  checks
  The character possesses a high degree of situational awareness. He
  or she is usually very alert and receives a bonus on Ability and Skill
  checks relevant to noticing otherwise hidden things, such as concealed
  objects, ambushes, or anything else related to sensory awareness. The
  bonuses of Heightened Awareness are cumulative with those of
  Heightened Senses (next column).
  CHAPTER 6:
  ATTRIBUTES
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  For each Invisibility Rank, the player selects one sense or technique
  to which the character is “invisible.” Senses include the human range for
  sight, hearing, taste, touch, or smell. Detection techniques include: astral;
  ethereal; infrared; mental; radar; radiation; sonar; spiritual; ultraviolet;
  vibration. The GM may decide that the most common forms of Invisibility
  — often sight and hearing — cost 2 Attribute slots rather than only 1.
  While the character may not be detected using specific methods,
  indirect evidence can still reveal the character’s presence. For example, a
  character who is invisible to sight will still leave footprints in muddy
  ground. Similarly, a vase that is knocked from a table by a character who
  is invisible to sound will still make noise as it smashes on the floor.
  In normal combat situations involving human or nearly human
  opponents, a character who is invisible to sight has a great advantage.
  Once the invisible character gives away his or her general position (for
  example, by firing a gun, attacking with a sword, or shouting) he or she
  can be attacked, but there is a -4 penalty for anyone within melee range
  and -8 for anyone at a greater distance. Heightened Awareness (page 49)
  and Heightened Senses (page 49) can reduce this penalty, as can the Blind-
  Fight or Blind-Shoot Feats (page 83). This penalty is halved if using an
  Area or Spreading Special Attack (page 61) on the invisible character.
  ITEM OF POWER
  Cost:
  3-4 Points/Rank
  Relevant Ability:Usually none, but sometimes Wisdom
  Progression:
  The item is built using 5 Character Points/Rank
  This Attribute describes any exotic, portable item that directly
  enhances a character in some way (perhaps by conferring Attributes). An
  Item of Power represents advanced technology or a relic with paranormal
  powers. More ordinary but useful items (such as a sword or a medical kit)
  are covered by the Personal Gear Attribute (page 57). Special weapons
  that others can use are often designed with Item of Power, with Points
  allocated to the Special Attack Attribute (page 61).
  Each item is built using up to 5 Character Points per Rank of the
  Item of Power Attribute, which can be used to assign other Attributes.
  For some character concepts, Items of Power above Rank 6 are not
  unreasonable. Assigning Defects to the item earns Bonus Points, which
  are used to acquire additional Attributes for the item. Defects that cannot
  usually be assigned include: Conditional Ownership, Ism, Marked,
  Nemesis, Owned, Red Tape, Significant Other, Skeleton in the Closet,
  and Wanted. Players selecting this Attribute must have a discussion with
  the GM to determine what abilities the Item of Power possesses and how
  it works. The player, with GM approval, may also create specific abilities
  for Items of Power using the Unique Attribute (page 72). An Item of
  Power may be combined with a mundane, minor, or major Gadget (such
  as a car that can fly, or a sword that can teleport people).
  The item costs 4 Points/Rank if it is difficult for the character to
  misplace or for an enemy to steal/knock away, or it is almost always with
  the character. Examples include jewellery, frequently worn clothing, or
  equipment the character carries with them always. The item costs 3
  Points/Rank if it is easier for the character to misplace or for an enemy to
  steal/knock away, or it is often distant from the character. Examples
  include thrown weapons, armour that is stored when not in use, and
  vehicles or equipment that stay at the character’s home until needed.
  Additionally, the total Point cost (not cost per Rank) for the Item is
  increased by 1 if it can only be used by a small subset of individuals
  (Restricted Use). For example: only characters with a Strength above 18,
  only magicians, only members of a specific religion, or only goddesses.
  The total Point cost is increased by 2 if the Item can only be used by the
  character (Personal Use); this restriction cannot be reconfigured by
  someone with the Mechanical Genius Attribute.
  Items that cannot be lost or stolen, such as objects that are
  implanted in or fused to the character’s body (often true for cyborgs), are
  not Items of Power. In these cases, the items are considered part of the
  character and thus the player should use Points to acquire the Attributes
  directly. If a character requires a specific object, or group of objects, to act
  as a focus when using one or more of his or her innate Attributes, Item of
  Power does not apply; see the Special Requirement Defect (page 95).
  IMMUNITY
  Cost:
  10 Points/Rank
  Relevant Ability:Constitution
  Progression:
  Descriptive; see below
  With this Attribute, the character is completely immune to damage
  and adverse effects that stem from a particular weapon, element,
  application, or event.  For example, a character with Rank 1 Immunity
  to silver cannot be hurt by silver weapons and will not feel pain if clubbed
  with a sack of silver dollars.  Similarly, a character with Rank 4 Immunity
  to fire/heat could walk into the most intensive firestorm possible and
  emerge unscathed. 
  INSUBSTANTIAL
  Cost:
  5 Points/Rank
  Relevant Ability:None
  Progression:
  Descriptive; see below
  Each Rank of this Attribute reduces a character’s density so much
  that he or she can pass through certain types of objects (including
  weapons) as though insubstantial. If a specific substance is not listed in
  Rank progression below, the GM should use the entry that it most closely
  resembles. The density of the human body, for example, falls
  approximately at Rank 2 (water); consequently, a punch from an enemy
  would harmlessly pass through a character with Rank 3 Insubstantial.
  Characters with Rank 6 Insubstantial are effectively incorporeal and can
  pass through virtually anything, including most forms of energy.
  INVISIBILITY
  Cost:
  3 Points/Rank
  Relevant Ability:None
  Progression:
  The character is invisible to one sense or technique/Rank
  This Attribute will completely hide the character from one or more
  senses or detection methods. The character may possess a supernatural
  concealment ability or a technological cloaking device, or have a psychic
  or magical talent that causes observers to overlook him or her. To
  represent partially invisibility, see the Sensory Block Attribute (page 60).
  CHAPTER 6:
  ATTRIBUTES
  RANK 1 The Immunity plays a small role in the game. Typical examples
  include: weapons made from a rare substance (such as gold,
  silver, or adamantine); attacks from a specific opponent (such as a
  brother, single animal type, or oneself); under specific conditions
  (such as in water, one hour during the day, or at home).
  RANK 2 The Immunity plays a moderate role in the game. Typical
  examples include: weapons made from an uncommon
  substance (such as wood, bronze, or iron); attacks from a broad
  opponent group (such as blood relatives, demons, or animals);
  under broad conditions (such as during the night, on weekends,
  or in holy places).
  RANK 3 The Immunity plays a large role in the game. Typical examples
  include: electricity; cold; a specific weapon type (such as
  daggers, arrows, or rapiers).
  RANK 4 The Immunity plays a major role in the game. Typical examples
  include: fire/heat; a broad weapon type (such as swords or
  clubs); mental attacks.
  RANK 5 The Immunity plays an extreme role in the game. Typical
  examples include: gunfire (including forms of artillery); bladed
  weapons; unarmed attacks. 
  RANK 6 The Immunity plays a primal role in the game. Typical examples
  include: weapons; energy; blunt trauma.
  RANK 1 The character can pass through paper and cloth.
  RANK 2 The character can pass through wood and water.
  RANK 3 The character can pass through concrete and earth.
  RANK 4 The character can pass through iron and steel.
  RANK 5 The character can pass through lead and gold .
  RANK 6 The character can pass through energy.
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  • Divine powers granted by a deity to a priest, priestess or other holy
  individual.
  • Legendary powers innate to a magical entity such as a fox spirit’s ability
  to change shape or possess people or the myriad powers of a vampire.
  The GM may rule that only certain types of magic exist within his
  or her campaign setting and that all characters with a Magic Attribute
  should conform to them. For example, in a game aimed at simulating a
  particular “magical girl” show, any character with the Magic Attribute
  may be expected to emulate the way the magical powers work in the
  show. It is perfectly reasonable for a character to take the Magic Attribute
  multiple times to represent a character who has two or more different
  types of magic.
  A character with the Magic Attribute receives 10 Magic Points per
  Rank of this Attribute. Magic Points may be used like Character Points
  to acquire individual Attributes. Attributes acquired using Magic Points
  are designated “Magical Powers” and represent the extent of the
  character’s magic. A Magical Power is used just like an ordinary
  Attribute, except each time the character uses it he or she must perform
  an invocation and expend Energy Points. This can represent casting a
  spell, concentrating on his or her inner ki, focusing a psychic power, etc.
  Characters can acquire almost any Attributes as Magical Powers
  using their Magic Points with these exceptions: Dynamic Sorcery, Energy
  Bonus, Magic/Psionics, and perhaps Own a Big Mecha. The GM should
  exercise caution in allowing characters to acquire Highly Skilled or
  Organisational Ties, since either can be inappropriate or unbalancing. In
  addition, each Magical Power should be given its own descriptive name
  or special effects. Thus, while a Magical Power may be acquired as
  “Special Attack Rank 2,” on a
  character sheet it should be written
  down as “Lightning Bolt: Weapon
  Attack Rank 2,” etc.
  An invocation normally
  involves a short verbal incantation
  or magic phrase combined with
  gestures, which should take one
  action; the character must be able
  to speak and have his or her hands
  free to perform it. (For ways to get
  around this, see Magic Options,
  below). If the power is an offensive
  one (such as Mind Control or
  Special Attack), the character can
  make his or her attack as part of the
  invocation. 
  Each invocation normally
  drains Energy Points from the
  character equal to one half (round
  up) the Magic Points that were
  spent to acquire that Rank of the
  Attribute. For example, acquiring
  the Elasticity Attribute at Rank 5
  as a Magical Power, costs 10 Magic
  Points. Invoking the Elasticity
  Magical Power at Rank 5 drains 5
  Energy Points from the character
  (10 ÷ 2 = 5). A character can
  choose to use a Magical Power as if
  it were acquired at a lower Rank to
  conserve Energy Points, however.
  Continuing the example, the
  character can use Elasticity at Rank
  2 instead (even though it can be
  used at a maximum of Rank 5),
  which only drains 2 Energy Points.
  If the Magical Power is an
  Attribute with instantaneous
  effects, such as Exorcism,
  Teleportation or Special Attack, the
  JUMPING
  Cost:
  1 Point/Rank
  Relevant Ability:Strength
  Progression:
  The character adds 20 to his or her Jump Skill each Rank
  With this Attribute, the character can make very high, unaided
  vertical jumps but cannot actually fly. This ability is very appropriate for
  anime martial artists, bouncy non-human races like cat-people, and agile
  or jump-jet equipped robots or powered suits.
  See Jumping (page 119) in Chapter 12: Combat for additional rules.
  MAGIC
  Cost:
  4 Points/Rank
  Relevant Ability:Intelligence
  Progression:
  The character receives 10 Magic Points/Rank to acquire
  magical powers
  A character with the Magic
  Attribute has the ability to
  manipulate arcane energies to
  produce a specific set of effects that
  seemingly defy physical laws. The
  player should define the character’s
  magical ability and establish a
  consistent theme for his or her
  powers. Themes that are common
  in anime include:
  • Elemental magic such as mastery
  over traditional elements like
  wind, water, or fire, or less
  traditional “elements” like
  darkness, the moon, or even love.
  • Spells or powers that involve
  contacting or controlling natural
  spirits (shamanism) or the dead
  (necromancy).
  • Black magic, involving
  destructive forces or evil or
  negative energies.
  • Magical powers with an exotic or
  whimsical theme such as a set of
  abilities whose “special effects”
  all relate to tarot cards, flowers,
  cats (“nekomancy”), or pretty
  much anything else. 
  • Psionic abilities that produce
  psychic effects such as Telepathy,
  Telekinesis, or Precognition; psi
  powers are normally assumed to
  be talents with which the
  character was born, although
  they may have required special
  training to awaken.
  • Ki-based magic, where the
  character focuses his or her inner
  spirit through martial arts
  training to produce various
  exotic attacks and abilities.
  CHAPTER 6:
  ATTRIBUTES
  Magic Usage
  This Attribute is rarely used in campaigns that also use the
  Dynamic Sorcery Attribute (page 44). Additionally, Magic does not
  complement the traditional spell casting rules in most other d20
  System games. If BESM d20 is being used with another d20 game,
  GMs may consider restricting access to the Magic Attribute.
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  an attack; the ability to sense a weakness is far more important. The
  capacity of Massive Damage to augment any kind of attack makes it a
  very useful Attribute for a combat-oriented character. For more
  information on physical combat and damage, see page 121.
  MECHANICAL GENIUS
  Cost:
  2 Points/Rank
  Relevant Ability:Intelligence
  Progression:
  Descriptive; see below
  The character has an innate knack for creating, modifying, and
  working with complex machines. Unlike someone who is merely well
  trained in a particular technical skill, a Mechanical Genius is a natural
  and is able to flip through a tech manual for an advanced technology in
  30 seconds and figure out a way to repair the machine in an hour or so.
  Such characters often have high Ranks in Electronics and Mechanical
  Skills as well.
  A character with this Attribute can also build new and modify
  existing gadgets at an astonishing rate, provided he or she has
  appropriate parts and facilities. In game terms, this means he or she can
  modify existing Personal Gear or technology-based Items of Power by
  exchanging Attributes and Defects, as long as the overall Point total is
  unchanged. A Mechanical Genius can also build Gear and Items of
  Power, but their creation requires the character to allocate the
  appropriate number of Character Points.
  Alternatively, the GM may describe this Attribute as “Magical
  Genius,” that allows a character to modify magical Items of Power by
  exchanging Attributes and Defects.
  METAMORPHOSIS
  Cost:
  5 Points/Rank
  Relevant Ability:None
  Progression:
  Descriptive; see below
  Physical transformations are a major part of Japanese folklore, and
  a common ability for supernatural anime creatures or individuals
  labouring under a curse. Technological transformations are also possible,
  such as the robot who can shed its human guise and sprout weapons pods
  and rocket engines. Sorcerers, witches, or demons may also know how to
  transform others, usually through powerful magic.
  The Metamorphosis Attribute allows a character to transform a
  target into alternate forms by adding Attributes to, or adding/removing
  Defects from, the target character. The maximum duration of this change
  is dictated by the Attribute Rank. If the target character successfully
  makes a Fortitude save (DC 14 + Rank of Metamorphosis), the
  Metamorphosis attempt does not work. The GM may rule that
  Metamorphosis automatically fails if the subject’s new form could not
  survive in the present environment. Consequently, a character could turn
  an enemy into a goldfish, but the attempt would only work if the target
  was currently in water. This prevents this ability from being used as a
  quick way to instantly kill an opponent. Again, GMs may waive this
  restriction where appropriate (such as for a villain in a supernatural horror
  campaign). In order to transform him or herself, the character needs the
  Alternate Form Attribute (page 39).
  character must invoke the power anew (and spend Energy Points) each
  time he or she wishes to make use of it. If it has continuing effects (as in
  the case for most other Attributes), these effects will last for one minute;
  the character can maintain it for a greater duration by spending
  additional Energy Points equal to the Magic Point cost every minute. The
  Game Master can adjust this time up or down as necessary for his or her
  campaign. Maintaining a Magical Power requires no special
  concentration, but if the Power is not maintained it will cease to function
  and need to be invoked all over again in order to reactivate it.
  MAGIC OPTIONS
  A specific Magical Power may be further customised by assigning it
  one or more of the following Magic Options when the character’s powers
  are being designed. Note that a character may assign different Magic
  Options to each of his or her Magical Powers. All effects are cumulative.
  • FOCUS
  In order to invoke a Magical Power that was given the Focus
  option, the character requires a special tool. This may be a talisman,
  magic wand, or other device, or a set of exotic “spell components” such
  as the traditional eye of newt and wing of bat. A Magical Power that
  requires a Focus costs half as many Energy Points to invoke (round
  down). The Energy Points required to maintain the Magical Power are
  unaffected.
  • RITUAL
  Invoking a Magical Power that has this option requires a special
  ceremony taking several minutes to several hours to perform (GM’s
  option), however, the Energy Points required to invoke the power and
  maintain it are halved (round down). If the character is interrupted
  during the Ritual or does anything other than concentrate on it, the
  Ritual fails and the character must begin again if he or she wishes to
  invoke the power. If a Ritual is interrupted at the last minute (when
  nearly complete) the GM may optionally have it go out of control,
  producing an undesirable or disastrous effect rather than simply fail. The
  GM may allow the magic-using character a Concentration Skill Check to
  avoid this. The magnitude of the disaster will depend on how powerful
  the Magical Power is and will usually be somehow related to what the
  character was trying to achieve.
  • SILENT
  A Magical Power that has this option does not require magic words.
  A Silent Power costs twice as many Energy Points to invoke (but regular
  cost to maintain). This option is very common for innate or psychic
  powers.
  • STILL
  A Magical Power that has this option does not require any gestures
  or motions. A Still Power costs twice as many Energy Points to invoke
  (but regular cost to maintain). Again, this option is very common for
  innate or psychic powers.
  MASSIVE DAMAGE
  Cost:
  2 or 5 Points/Rank
  Relevant Ability:None
  Progression:
  Damage the character delivers is increased by 2 Points.
  A character with the Massive Damage Attribute knows precisely
  how and where to hit any opponent in order to inflict incredible amounts
  of damage.
  For 2 Points/Rank, additional damage is only inflicted when the
  character uses one specific weapon type, Special Attack (see page 61), or
  method of attack; this attack is defined during character creation. For
  example, it might represent a special talent with a weapon (such as guns,
  blades, blunt weapons), knowledge of a particular martial arts technique,
  or ability with a specific Special Attack.
  For 5 Points/Rank, this knowledge can be applied to all forms of
  physical combat including armed, unarmed, martial arts, and ranged
  weapons, as well as Special Attacks such as energy blasts, magical spells
  that inflict damage, or vehicle weapons.
  Naturally, the character’s attack must be successful to inflict any
  damage. Physical strength is not the key to delivering massive damage in
  CHAPTER 6:
  ATTRIBUTES
  RANK 1 The character can build/repair machines at 2 times normal
  speed.
  RANK 2 The character can build/repair machines at 5 times normal
  speed.
  RANK 3 The character can build/repair machines at 10 times normal
  speed.
  RANK 4 The character can build/repair machines at 20 times normal
  speed.
  RANK 5 The character can build/repair machines at 50 times normal
  speed.
  RANK 6 The character can build/repair machines at 100 times normal
  speed.
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  MIMIC
  Cost:
  7 or 10 Points/Rank
  Relevant Ability:Intelligence
  Progression:
  Descriptive; see below
  Upon a successful Power Usage: Mimic Skill check against a DC of
  15 plus the Rank of the target Attribute or Skill, the character can
  temporarily mimic any Attribute or Skill Rank of any single target
  character within range. The Rank of Mimic equals the maximum
  Attribute Rank that can be mimicked (doubled to determine the
  maximum Skill Rank). The Rank of a mimicked Attribute/Skill only
  replaces the character’s corresponding Rank (if applicable) if it is higher;
  the character’s Attribute/Skill Rank cannot decrease through Mimic
  unless a specific Restriction is assigned.
  Alternatively, upon a successful Power Usage: Mimic Skill check
  against a DC equal to the target Ability Score, the character can
  temporarily mimic any Ability Score of any single target character
  within range.
  For 7 Points/Rank the character can only mimic one
  Attribute/Ability/Skill at any single time. For 10 Points/Rank, the
  character can mimic as many Attributes/Abilities/Skills simultaneously at
  the appropriate Ranks (as indicated above) as he or she desires (each
  mimicked Attribute/Ability/Skill must be copied separately, each
  requiring a separate Skill check).
  MIND CONTROL
  Cost:
  3-6 Points/Rank
  Relevant Ability:Wisdom
  Progression: 
  Descriptive; see below
  This Attribute allows the character to mentally dominate other
  individuals. Sorcerers, some psionic adepts, and creatures with hypnotic
  Powers (such as many demons or vampires) are among those likely to
  have Mind Control.
  Mind Control costs 6 Points/Rank if it can be used on any human
  or alien with an Intelligence of 3 or higher (animals are excluded). It costs
  5 Points/Rank if it works on broad categories of humans (“any Japanese”
  or “any male,” for example). It costs 4 Points/Rank if the category is more
  specific and less useful (“Shinto priestesses” or “people obsessed with
  beauty”). Finally, it costs 3 Points/Rank if the category is very specific
  (members of the character’s family, or members of a specific military
  unit). The effects of Mind Control should be role-played. If necessary, the
  GM can take over the character, although it is more fun if the player
  (with GM guidance) continues to play the character.
  Initiating Mind Control requires a full round. The character must
  successfully make a Power Usage: Mind Control Skill check (if attacking
  multiple targets, roll only once) against DC 10 plus the Intelligence
  modifier of the target (use the highest modifier if targeting multiple
  people). At Ranks 1, 3, and 5, the character receives a +1 bonus to his
  or her attempt to Mind Control a target. If the check is successful, the
  target must make a Willpower save against DC 10 plus the attacker’s
  Wisdom modifier plus the attacker’s Rank in Power Usage: Mind
  Control. When controlling a large number of people, an average Will
  save for the entire group could be used. At Ranks 2, 4, and 6, the target
  also receives a -1 penalty when attempting to defend against Mind
  For each Rank of Metamorphosis, the character can assign 1
  Character Point to a target’s Attributes. This can either raise the target’s
  current Attribute Rank, or result in the target gaining a new power.
  Alternatively, for each Rank the character can add 3 Defect Bonus Points
  to, or remove 3 Defect Bonus Points from, a target. Cosmetic changes
  that confer no additional abilities on the target, but do not fall under the
  Marked Defect, are considered a 1 Bonus Point change total (for all
  changes). This includes: change of sex, 50% apparent age increase or
  decrease, colour changes (eye, skin, or hair), and minor physical changes
  (shape of ears, facial features, or bodily proportions).
  Unless the GM indicates otherwise, Character Points gained
  through Metamorphosis can only be used to add Ranks to the following
  Attributes: Adaptation, Armour, Elasticity, Extra Arms, Features, Flight,
  Heightened Senses, Insubstantial, Jumping, Natural Weapons,
  Regeneration, Special Defence, Special Movement, Speed, Superstrength,
  Tunnelling, and Water Speed. Additionally, only the following Defects
  can be changed: Ism, Marked, Not So Tough, Physical Impairment, and
  Sensory Impairment. Metamorphosis is not intended for transforming
  people into stone or other forms where they would be effectively
  immobilised. In order to do that, use the Special Attack Attribute (page
  61) with the Incapacitating Ability (page 64).
  CHAPTER 6:
  ATTRIBUTES
  RANK 1 The character may change up to 1 Character Point or 3 Defect
  Points. The Metamorphosis lasts for 1 minute.
  RANK 2 The character may change up to 2 Character Points or 6 Defect
  Points. The Metamorphosis lasts for 2 minutes.
  RANK 3 The character may change up to 3 Character Points or 9 Defect
  Points. The Metamorphosis lasts for 5 minutes.
  RANK 4 The character may change up to 4 Character Points or 12
  Defect Points. The Metamorphosis lasts for 10 minutes.
  RANK 5 The character may change up to 5 Character Points or 15
  Defect Points. The Metamorphosis lasts for 30 minutes.
  RANK 6 The character may change up to 6 Character Points or 18
  Defect Points. The Metamorphosis lasts for 1 hour.
  Rank 1 The character can mimic up to Rank 1 Attributes or Rank 2
  Skills, at a range of 15 feet and a duration of 5 rounds. 
  Rank 2 The character can mimic up to Rank 2 Attributes or Rank 4
  Skills, at a range of 30 feet and a duration of 1 minutes. 
  Rank 3 The character can mimic up to Rank 3 Attributes or Rank 6
  Skills, at a range of 45 feet and a duration of 2 minutes. 
  Rank 4 The character can mimic up to Rank 4 Attributes or Rank 8
  Skills, at a range of 60 feet and a duration of 4 minutes. 
  Rank 4 The character can mimic up to Rank 5 Attributes or Rank 10
  Skills, at a range of 75 feet and a duration of 8 minutes. 
  Rank 6 The character can mimic up to Rank 6 Attributes or Rank 12
  Skills, at a range of 90 feet and a duration of 16 minutes.
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  MIND SHIELD
  Cost:
  1 Point/Rank
  Relevant Ability:Wisdom
  Progression:
  The character gains a +2/Rank for Willpower saves involving
  mind invasion
  A character with Mind Shield is protected against psychic intrusion.
  This may be a reflection of his or her own psychic abilities, a protective
  spell, special training, or some innate ability. A character with Mind
  Shield can detect and block attempts to read his or her mind by a
  character with Telepathy of equal or lower Rank to the Mind Shield. The
  character may also add the twice the Rank of Mind Shield to his or her
  Will save (as appropriate) when defending against a Mind Control
  attempt (see page 53), telepathic Mind Combat (page 123), or a Special
  Attack with the Mind or Soul Attack Ability (page 65).
  NATURAL WEAPONS
  Cost:
  1 Point/Rank
  Relevant Ability:None 
  Progression:
  The character gains 1 Natural Weapon/Rank
  The character has one or more relatively mundane natural weapons,
  such as sharp teeth, claws, tentacles, etc. Natural weapons are normally
  possessed by animals, monsters, and similar characters, but could also
  represent technological capabilities that mimic such abilities such as an
  android or cyborg with retractable claws. More powerful Natural
  Weapons can be designed using the Special Attack Attribute (page 61),
  with the Melee Disability.
  The character possesses one such attack form per Rank. Possessing
  more than one such natural weapon gives the character a wider variety of
  attack forms. Normal damage inflicted by a successful attack is outlined
  in Chapter 12: Combat (page 110).
  Hands, feet, a heavy tail, ordinary teeth, or hooves are not normally
  counted as Natural Weapons since they are (relatively) blunt; and thus
  inflict usual Unarmed damage.
  • CLAWS OR SPIKES
  The character possesses sharp talons or spikes on his or her fingers,
  paws, or feet. In addition to regular damage, the claws inflict 1d4
  additional damage when used in melee combat. This attack uses the
  Unarmed Attack (Strikes) Skill.
  • FANGS, BEAK, OR MANDIBLES
  The character has very sharp teeth, or alternatively, a beak or
  insect-like mandibles. This natural weapon inflicts only 2 damage above
  normal damage in melee combat, but a successful strike that penetrates
  Armour gives the character the option to maintain a biting grip and
  continue to inflict equivalent damage in subsequent rounds. These
  additional attacks are automatically successful, but the opponent can
  break the hold with a successful Strength check. While the attacker is
  maintaining a biting grip, his or her own ability to defend is impeded: the
  attacker cannot use weapons to defend, and suffers a -4 AC penalty
  against any attack. This attack uses the Unarmed Attack (Bites) Skill.
  • HORNS
  These are large horns for butting or stabbing. Horns add 2 extra
  damage to normal damage in melee combat but are exceptionally
  effective if the character charges into battle. If the character wins
  Initiative against an opponent and has room for a running start, he or she
  can lower his or her head and charge. A successful attack will deliver
  normal attack damage, plus 1d6 (rather than the normal +2). If a charge
  fails to connect, the charging character will be off balance and suffers a -
  2 penalty to his or her AC for the remainder of the round and a -4
  Initiative roll penalty on the following combat round. This attack uses
  the Unarmed Attack (Strikes) Skill.
  Control (or when trying to break established contact; see below). At Rank
  7, for instance, the character gains a +4 bonus while the target suffers a
  -3 penalty. A character needs to defeat an opponent in Mind Combat
  (page 123) to toy with the target’s emotions (for example, giving the
  opponent new fears or a prejudice).
  Once Mind Control is established, it remains in effect until the
  dominating character willingly relinquishes control, or until the target
  breaks free from the control. A target may attempt to break control
  under two circumstances: whenever he or she is given a command that
  conflicts with the nature of the character, and whenever the GM deems
  it appropriate for dramatic effect. To sever the connection, the target
  must make a successful Willpower save against DC 10 plus the attacker’s
  Intelligence modifier and Power Usage: Mind Control Skill Rank plus the
  modifiers based on the controller’s Mind Control Rank.
  AGAINST TARGET’S NATURE
  If a Mind Controlled target is commanded to perform an action
  that he or she would not willingly do under normal circumstances, the
  target can attempt to break control. Additionally, the target may receive
  a bonus if the action goes against his or her nature. The more distasteful
  the target finds the command, the greater the bonus. For mildly
  distasteful actions (such as licking an enemy’s boots), no bonus is given.
  For highly distasteful or undesirable actions (such as stealing from an
  ally), a +4 bonus is given. Finally, for exceptionally distasteful or
  undesirable actions (such as attacking an ally), a +8 bonus is given. Note
  that these bonuses are cumulative with penalties associated with the
  controlling character’s Mind Control Rank.
  WHEN THE GM DEEMS APPROPRIATE
  If the character commands his or her target to perform a number
  of mundane activities (clean the house, fetching a drink of water, etc.),
  the GM may decide the target does not receive an opportunity to break
  established control. Even a seemingly inoffensive command such as “sit
  in the closet” or “go to sleep,” however, may have a drastic impact on
  the lives of others if a bomb is about to explode in the shrine or the
  target is piloting a mecha at the time. In these instances, the GM may
  give the target a chance to break free of the Mind Control even if the
  target does not regard a command as dangerous or distasteful (which
  would present an opportunity to end the control). This option puts the
  GM in direct control of the situation, which will benefit the campaign.
  Naturally, the GM can also apply modifiers to the save attempt that are
  cumulative with penalties associated with the controlling character’s
  Mind Control Rank.
  A character need not control every thought and action of his or her
  victims but can allow them to live normal lives until they are needed;
  these targets are known as “sleepers.” Additionally, people who have been
  Mind Controlled will not usually remember events that occurred during
  the time period they are controlled and will have a gap in their memories.
  The GM may allow a character to temporarily boost his or her
  Mind Control Attribute by one or two Ranks against a single individual
  who is his or her captive by “working” on the subject for a day or more.
  This bonus can represent concentrated brainwashing techniques or
  dedicated study of a subject.
  Player Characters should only be placed under Mind Control for
  extended periods of time in exceptional circumstances.
  CHAPTER 6:
  ATTRIBUTES
  RANK 1 The character can control the mind of 1 target for a duration of
  several minutes.
  RANK 2 The character can control the minds of 2-3 targets for a duration
  of several hours.
  RANK 3 The character can control the minds of 4-8 targets for a duration
  of several days.
  RANK 4 The character can control the minds of 9-15 targets for a
  duration of several weeks.
  RANK 5 The character can control the minds of 16-25 targets for a
  duration of several months.
  RANK 6 The character can control the minds of 26-50 targets for a
  duration of several years.
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  CHAPTER 6:
  ATTRIBUTES
  ORGANISATIONAL TIES
  Cost:
  1-3 Points/Rank
  Relevant Ability:Charisma
  Progression:
  Descriptive; see below
  Organisational Ties represents a character’s close relationship with
  a hierarchy of some sort that grants him or her access to respect and
  privileges. Monetary advantages are usually covered by the Wealth
  Attribute (page 73), while access to special equipment may be
  represented by the Personal Gear Attribute (page 57). Examples of
  organisations include the feudal system, powerful corporations, organised
  crime rings, secret guilds and societies, governmental positions, military
  organisations, and some religions. For campaigns in which all players
  belong to the same organised group, the GM may decide that
  Organisational Ties are not required. Consequently, this Attribute is
  optional; the GM may prefer to treat organisation membership as a
  background detail instead.
  The value of Organisational Ties depends on its importance in the
  setting. An organisation that exerts moderate power within the setting is
  worth 1 Point/Rank, one that has significant power costs 2 Points/Rank,
  • SPINES
  The character is covered in nasty spikes, quills, or sharp scales.
  Anyone who wrestles with the character automatically suffers 2 damage
  each round. This damage is in addition to any attack damage delivered.
  During these struggles, the opponent’s clothes will also be ripped and
  shredded unless they are armoured.
  • TAIL STRIKER
  If the character has a combat-ready tail, it can be equipped with
  spikes, a stinger, or other similarly nasty weapon. The attack inflicts an
  additional 2 damage (in addition to normal damage). Upon a successful
  attack, the target must make a Dexterity check or suffer a -4 Initiative
  penalty the following combat round (the target is off balance). This
  attack uses the Unarmed Attack (Strikes) Skill.
  • TENTACLES
  One or more of the character’s limbs — or possibly his or her hair
  — are actually tentacles. A character with tentacles gains a +2 bonus to
  his or her Unarmed Attack and Unarmed Defence Skill Rank when
  engaged in a wrestling attack or defending against one. Tentacles are also
  difficult to avoid in combat (opponent suffers a -1 AC penalty). 
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  CHAPTER 6:
  ATTRIBUTES
  Mecha often appear in modern or future settings, but they can also
  be pre-modern such as sailing ships or science-fantasy gear like magical
  clockwork golems. “Mecha” that characters do not ride, pilot, occupy, or
  wear, such as robot companions, are best acquired through the Flunkies
  (page 48) or Servant (page 60) Attributes.
  The basic capabilities of the mecha are outlined in the Rank
  progression chart (page 57. The exact details regarding the mecha’s form,
  function, storage, and design are up to the player. With GM permission,
  a player can modify his or her character’s mecha from this baseline by
  assigning Attributes and Defects to the mecha rather than the character.
  The Character Points associated with Attributes, and Bonus Points
  associated with Defects, assigned in this way are divided by two to
  determine the actual cost. For example, adding a Force Field 
  and one that has great power in the setting costs 3 Points/Rank. Players
  should not assign this Attribute to represent organisations that have very
  little power. The GM determines the extent of the organisation’s
  influence. In a high school comedy campaign, the school’s autocratic
  Student Council might wield “significant power,” while in most other
  settings it would be completely trivial and not worth any Points.
  Similarly, a criminal organisation like the Mafia or Yakuza might count as
  “great power” (3 Points/Rank) in a traditional low-powered game set in
  modern times, but merely as “moderate power” (1 Point/Rank) in a high-
  powered magical girl campaign.
  Normal organisations should be limited to a geopolitical area, such
  as a single country. Global organisations, or those that span multiple
  geopolitical areas, function at 1 Rank lower. Multi-planetary
  organisations function at 2 Ranks lower, while multi-galaxy organisations
  function at 3 Ranks lower. For example, the president of a global
  megacorporation needs to assign Rank 6 to gain access to the Controlling
  Rank category (1 Rank lower). Similarly, a character who has Senior Rank
  in a universe-wide military organisation should have Rank 7
  Organisational Ties (3 Ranks lower). Some organisations may be
  ostensibly limited to a single country, but the higher ranks still have
  global or multi-planetary influence. For example, the President of the
  United States is a Controlling Rank (Rank 6). Since the US has great
  influence across the world, however, the position would be Rank 7 (as if
  it was a global organisation). 
  These far-ranging organisation positions are only relevant, however,
  if the character can actually gain access to the resources of all branches of
  the group. If an Earth character is Connected to a multi-planetary police
  organisation, for instance, but can only interact with and be influenced
  by the Earth chapter of the organisation, the group is only considered to
  be a global organisation (1 Rank lower) for that character. The group is
  not categorised as multi-planetary (2 Rank lower), since the extensive
  resource benefits normally associated with an organisation that size are
  not available to the character.
  OWN A BIG MECHA (OBM)
  Cost:
  8 Points/Rank
  Relevant Ability:None
  Progression:
  Descriptive; see below
  A mecha is a vehicle or construct of some sort such as a giant robot,
  spaceship, tank, submarine, sports car, motorcycle, helicopter, powered
  armour suit. Piloting is usually done from a cockpit inside the mecha,
  though lower-technology or “retro” mecha may be operated from
  the outside or via remote control. The mecha’s aptitude for
  combat is determined by the pilot character’s ability.
  RANK 1 The character is connected to the organisation and can rely on it
  for occasional support and favours (and expect to be called on
  in return).
  RANK 2 The character has respected status in an organisation such as a
  landed knight in the feudal system, a junior executive in a
  corporation, a city council member, or a Mafia “Wise Guy” in an
  organised crime family. The organisation brings the character
  status and some wealth.
  RANK 3 The character has middle rank in an organisation such as a
  corporate vice president in charge of a department, a lesser
  feudal lord with a castle and lands, or a Mafia “captain” who
  runs a neighbourhood, or a junior congressman or member of
  parliament.
  RANK 4 The character has senior rank in an organisation, such as the
  senior vice-president of a large corporation, a high-ranking
  officer in the JSDF, or a US senator.
  RANK 5 The character has controlling rank in an organisation, such as
  the president of a megacorp, the boss of a large crime family, or
  a US state governor.
  RANK 6 The character has a controlling rank that spans multiple
  organisations, such as the ruler of a small nation, or “boss of
  bosses” of many different crime families.
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  • MINOR
  The item is somewhat hard to get, or rather expensive. It is
  something available in a shop or store or from a skilled artisan, but it
  costs as much as an average person’s monthly wage. Alternatively, the
  Gear can be less expensive but needs a license or black market contact to
  acquire. Non-standard items that modify or improve other items of Gear,
  but are not functional by themselves (for example, a scope for a rifle,
  silencer for a pistol, or supercharged engine for an automobile) are also
  minor items of Gear.
  Modern examples of minor items include weapon and vehicle
  modifications, handguns, premium medical kits, night vision goggles,
  full camping gear, burglary tools, expensive tool kits, and personal
  computers. Ancient or medieval examples include swords, longbows,
  crossbows, shields, lightweight armour (such as leather or a light mail
  shirt), lock picks, poisons, or a mule. Gear must be appropriate to the
  world setting — a pistol is a minor item in a modern-day or future
  setting, but an Item of Power in a medieval fantasy game!
  • MAJOR
  The gear is usually illegal for civilians, but it may be issued to an
  elite law enforcement agency, an average soldier, or a government spy
  may be issued. Modern-day examples of major items include machine
  guns, tactical armour, and grenade launchers. Major gear items can also
  include quite expensive but commercially available equipment such as a
  science lab, workshop, car, or motorbike. The GM can rule that an
  occasional, very expensive item (for example, an airplane or semi truck)
  counts as two or more major items of Gear. Ancient or medieval examples
  of major items include a full suit of chain or plate armour, a cavalry horse,
  a smith’s forge, an alchemist’s lab, or a wagon and team of draft animals.
  • MUNDANE
  Items that are easy to acquire, legal, and inexpensive count as
  “mundane items” and do not count as Personal Gear unless taken in
  quantity (GM’s option). For example, “a complete tool box” would be a
  single a minor item; a single wrench is mundane.
  PET MONSTER
  Cost:
  6 Points/Rank
  Relevant Ability:None
  Progression:
  The character owns one or more pet monsters, constructed
  from 20 Character Points plus 20/Rank
  A Pet Monster is the ultimate friend and servant, ready to perform
  nearly any task for its master. Unlike a Servant (page 60), Pet Monsters
  have few desires beyond pleasing their master and rarely disobey orders.
  Frequently, Pet Monsters fight in gladiatorial combats for their owners’
  glory since they eager to please (and are usually more powerful than
  their owners as well). For other types of companions, see the Servant
  Attribute.
  A Pet Monster is a 1st Level Adventurer (page 16), created with his
  or her own Ability Scores, Attributes, Defects, and Skills as normal but
  with only 20 Discretionary Character Points. Each Rank of the Pet
  Monster Attribute also gives the player 20 additional Character Points to
  add to the Pet Monster (for example, 40 Points at Rank 1, 60 Points at
  Rank 2, etc.). Pet Monsters do not gain Experience Points themselves and
  never progress in class beyond Level 1, though; instead, a Pet Monster
  gets more powerful when its owner advances in Rank in the Pet Monster
  Attribute and gives his or her pet more Character Points (to acquire Feats,
  Attributes, Skills, etc.). The Pet Monster may not have the Pet Monster
  Attributes, and some relationship-based Defects should not be assigned
  due to its innate role as a character’s pet. Thus, it is inappropriate for a
  Pet Monster to have the following Defects: Owned, Red Tape, or
  Significant Other.
  If creating more than one monster (for populating a monster farm
  or ranch), the character can divide the Pet Monster Points amongst them
  in any way he or she desires.  Each new Pet Monster added is created as
  a 1st Level Adventurer as normal with 20 Discretionary Character Points.
  (4 Points/Rank) to the mecha would cost only 2 Points/Rank. Similarly,
  adding a 2 Bonus Point Defect to the mecha would only return 1 Bonus
  Point to the character. The GM has final approval over all mecha
  modifications.
  PERSONAL GEAR
  Cost:
  2 Points/Rank
  Relevant Ability: None
  Progression:
  The character gains 1 major and 4 minor items of Personal
  Gear/Rank
  The Personal Gear Attribute represents a character’s access to useful
  equipment. Characters do not need to spend Character Points for items
  that are legal, inexpensive, and mundane in the campaign setting (such as
  clothing, a backpack, a knife, or consumer goods). GMs may require
  players to allot Points to this Attribute, however, if their characters will
  begin the game with numerous pieces of equipment to which the average
  person might not have easy access such as weapons, body armour, or
  specialised professional equipment. The GM may give starting players a
  weapon of choice and a few other inexpensive items for free.
  Personal Gear cannot include magic items, secret prototypes, or
  technology more advanced than what is standard in the setting (instead,
  see Item of Power, page 50). It can include common civilian vehicles
  appropriate to the setting (for example, a car, truck, light airplane, or
  motorbike in the present day; perhaps a horse for fantasy campaigns). For
  less common or more expensive mecha, see Own a Big Mecha Attribute
  (page 56). The GM always has the final say on whether or not an item is
  available to the characters. Some examples of Personal Gear can be found
  in Chapter 12: Combat; the GM can create the statistics of other items.
  Although characters may have items that are owned by the
  organisations to which they belong, they still must acquire these items as
  Personal Gear if they will make regular use of them (though the
  Conditional Ownership Defect may apply, see page 88). Thus, a police
  officer would use Gear for a pistol, police car, or handcuffs, although these
  items are property of the police department. This rule is intended mainly
  for play balance and, naturally, the GM has final say on this issue.
  Each Rank in this Attribute permits the character to take one major
  and four minor items. Alternatively, the character can exchange one
  major item for four minor items, or vice versa. Use these guidelines to
  differentiate between major and minor items:
  CHAPTER 6:
  ATTRIBUTES
  RANK 1 The character owns a weak mecha with: 2d8 Hit Points, 4
  Armour, 2 arms, top speed of 30 mph, 2d6 damage in unarmed
  melee combat, and Rank 1 Special Attack.
  RANK 2 The character owns a average mecha with: 4d8 Hit Points, 8
  Armour, 2 arms, top speed of 60 mph, 4d6 damage in unarmed
  melee combat, and Rank 2 Special Attack.
  RANK 3 The character owns a strong mecha with: 6d8 Hit Points, 12
  Armour, 2 arms, top speed of 100 mph, 6d6 damage in
  unarmed melee combat, and Rank 3 Special Attack.
  RANK 4 The character owns a powerful mecha with: 8d8 Hit Points, 16
  Armour, 2 arms, top speed of 300 mph, 8d6 damage in
  unarmed melee combat, and Rank 4 Special Attack.
  RANK 5 The character owns a very powerful mecha with: 10d8 Hit
  Points, 20 Armour, 2 arms, top speed of 600 mph, 10d6
  damage in unarmed melee combat, and Rank 5 Special Attack.
  RANK 6 The character owns a extraordinarily powerful mecha with: 12d8
  Hit Points, 24 Armour, 2 arms, top speed of 1000 mph, 12d6
  damage in unarmed melee combat, and Rank 6 Special Attack.
  BESM d20 and d20 Mecha
  If you want an even more detailed and customisable version of
  Own a Big Mecha, our  d20 Mecha (#02-601) book is exactly what
  you are looking for. Each rank of Own a Big Mecha gives you 400
  Mecha Points with which you can build your machine. See page 157.
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  PLACE OF POWER
  Cost:
  1 Point/Rank
  Relevant Ability:None
  Progression:
  Descriptive; see below
  A Place of Power is a home base or lair that is infused with magical
  or holy energies. It might be a shrine, magical circle, a sacrificial altar, a
  ring of standing stones or something less traditional. The place usually
  radiates good or evil energy, and a nearby character with an appropriate
  Sixth Sense can detect its presence. 
  While within his or her Place of Power, the character alone can
  perform activities using either Dynamic Sorcery or Magic more easily.
  The Place of Power has a pool of 10 Energy Points for each Rank of this
  Attribute. While the character is standing somewhere within the Place of
  Power, he or she can draw on these Energy Points as if they were the
  character’s own. Once used, the Energy Points replenish at a rate of 1
  Energy Point for each Rank of the Place of Power Attribute per hour.
  Several characters may share the same Place of Power. While this
  option does not reduce the Attribute’s cost, it can provide greater
  convenience. Each character sharing the Power has his or her own source
  of additional Energy Points. 
  At the GM’s discretion, a Place of Power may also offer additional
  advantages. In particular, one usually exerts a subtle, long-term,
  emotional influence on people who live in or near it, which may be
  positive if the owner of the Place of Power is a good person or negative if
  he or she is an evil one. In addition, individuals born or raised in a Place
  of Power are more likely to develop supernatural abilities.
  POCKET DIMENSION
  Cost:
  2, 3 or 4 Points/Rank
  Relevant Ability:Wisdom
  Progression:
  Descriptive; see below
  This Attribute allows the opening of a hole or doorway — a portal
  — into another dimension. In anime, this power is sometimes possessed
  by demons or even vampires, or, in Western myth, by fairies. Mages often
  create dimensional portals leading from closets or doors into other places.
  In less serious games, Pocket Dimension 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 also
  represent an object that is simply bigger on the inside than on the outside.
  The Rank of Pocket Dimension determines the maximum size of
  the dimension. The environment and furnishings of the dimension are up
  to the player within the GM’s limitations; extensive furnishings should be
  acquired as Personal Gear (page 57). A dimension could even be partially
  unexplored or dangerous territory, providing adventuring opportunities
  to the characters. 
  The cost of Pocket Dimension is 2 Points/Rank if it is limited to a
  single fixed portal (such as a house closet), 3 Points/Rank if the portal is
  in a mobile location (such as inside a vehicle, or attached to an item), or
  4 Points/Rank if the character can use a particular class of objects as a
  portal (such as “any mirror” or “any pool of water”). 
  A character with this ability at 2 or 3 Points/Rank cannot create
  new portals leading out of the dimension; he or she may only leave by the
  one that was entered. A character can usually only have a single portal
  If the GM wishes to encourage players to own multiple Pet Monsters
  instead of just one, the Rank Progression could be changed from “+20
  Character Points/Rank” to “+15 Points/Rank +5 Points added to each
  Pet Monster.”  For example, if a character with six Pet Monsters increases
  from Rank 3 to Rank 4 in this Attribute, each Pet Monster gains an
  additional 5 Points and the player has 15 more Points to divide amongst
  the six pets as he or she sees fit. 
  In addition to Character Point assignment, players should consider
  the following five aspects for his or her character’s Pet Monster:
  • What is its name? Make sure it’s a cute name.
  • What does the Pet Monster look like? Make sure it’s cute.
  • What species is it? Common species types include: aquatic,
  beast, bird, bug, dragon/reptile, eyeball, gerbil/rodent, golem,
  metamorph, slime, spirit, and veggie.
  • From what elemental force does the Pet Monster derive its
  powers? Common elements include: celestial, darkness, death, earth,
  electricity, fire, gas, ice, light, metal, psionics, sonic, water, and wind.
  • How is the Pet Monster stored when not in use? All Pet
  Monsters come with their own device for free, which may include an
  electronic toy, a magical pocket ball, or an extra-dimensional gadget.
  When the owner needs the Pet Monster, he or she summons them from
  the device, most commonly with a command phrase.
  CHAPTER 6:
  ATTRIBUTES
  Experience Point Pet Monster Advancement
  Rather than increasing the Pet Monster’s point total to reflect
  advancement, players and GMs may wish to advance pet monsters
  as Adventurers.
  The Pet Monster begins play as a 1st Level Adventurer and
  gains Experience Points at the same pace as the character. If a
  character has multiple Pet Monsters, the XP award is divided
  amongst the monsters (assigning the most XP to those monsters
  that saw the most action in the adventure).
  If the character increases his or her Rank in the Pet Monster
  Attribute, the Monster gains the additional points as normal,
  reflecting additional power, not additional experience. Using this
  method,  however, player’s should ignore the “Pet Monster +1”
  gained from character advancement for the Pet Monster Trainer
  class — the XP advancement gained through adventuring reflects
  the increased ability of the monsters.
  RANK 1 The Place of Power is the size of a small rug and provides 10
  Energy Points.
  RANK 2 The Place of Power is the size of a small room and provides 20
  Energy Points.
  RANK 3 The Place of Power is the size of a large room and provides 30
  Energy Points.
  RANK 4 The Place of Power is the size of a house and provides 40
  Energy Points.
  RANK 5 The Place of Power is the size of a city block and provides 50
  Energy Points
  RANK 6 The Place of Power is the size of several city blocks and
  provides 60 Energy Points.
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  PROJECTION
  Cost:
  1 to 4 Points/Rank
  Relevant Ability:Wisdom
  Progression:
  Descriptive; see below
  The character can projected images that fools one or more senses.
  The Projection cannot be touched because it is not substantial. Closer
  inspection will usually reveal the Projection for what it is, which may cause
  it to disappear (GM’s discretion). The GM may require a Will save to “see
  through” a Projection against a DC equal to: 10 plus the projector’s
  Wisdom modifier plus the projector’s Rank in Power Usage: Projection.
  A Projection 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. A Projection that is untended is normally static, either remaining in
  one place or (if created over something) moving as the underlying object
  or entity moves. To give a Projection the semblance of independent
  activity (such as a projected image of a person who moves and speaks),
  the character must actively concentrate on manipulating the Projection,
  and perform no other actions.
  For 1 Point/Rank the character can create Projections that can be
  detected by one sense, usually sight (sense must be determined during
  character creation). For 2 Points/Rank the Projections can be detected by
  two senses, usually sight and hearing. For 3 Points/Rank the Projections
  can be detected by three senses. For 4 Points/Rank the Projections can be
  detected by all senses. No matter how realistic the Projections, however,
  they can never cause physical sensations intense enough to inflict pain or
  damage. An image of a roaring fire may feel hot, and a character may
  believe that he or she is burning, but the fire cannot actually deliver
  damage. To create Projections capable of injuring targets, the character
  should possess a Special Attack Attribute (page 61) which is tied to the
  Projection Attribute through the Dependent Defect.
  A character can normally maintain only a single Projection at a time.
  To be able to maintain multiple Projections at once costs the character an
  extra 1 Point for every distinct Projection the character can sustain
  simultaneously after the first. Thus, “Projection Rank 3 (one sense, four
  Projections)” would cost six Points: three Points for Rank 3 (one sense) and
  three more Points for being able to sustain four Projections at a time. 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 Projection rather than several. If a character is already
  sustaining his or her maximum number of Projections and wishes to create
  another one, an existing Projection must first be dispelled.
  In order for the character to create a convincing Projections of
  something complex, the GM may require a Power Usage: Projection Skill
  check against an appropriate DC. The GM can adjust the DC depending
  on how familiar or unfamiliar the character is with the scene that is being
  simulated. The GM may also give the character a +1 bonus for every
  Rank he or she has in excess of the minimum Rank needed to create the
  Projection. For example, if a character with Projection Rank 5 decides to
  create a merely human-sized Projection (which needs only Rank 1), a +4
  bonus applies. If the roll fails, the character’s Projection has some subtle
  flaw in it; the character creating it may not be aware of this until someone
  else points it out, however.
  opened to his or her dimension at a time, but additional apertures to the
  same dimension may be possessed for 1 extra Character Point each. At the
  4 Points/Rank version, the character can leave the Pocket Dimension
  through any other appropriate exit within 1 mile times the Rank (for
  example, within a 6 mile radius for Rank 6); the character is not required
  to leave through the same one he or she entered.
  Once opened, a portal can stay open for as long as the creator is in
  the dimension. The creator may also be able to “leave the door open” if
  he or she wishes to allow individuals to enter or leave while the creator is
  not present within the dimensional pocket.
  Pocket Dimensions 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 Ranks for each individual dimension.
  USING POCKET DIMENSION OFFENSIVELY
  Some characters may have the exotic ability of being able to suck or
  warp unwilling targets into their alternate dimension (at the 3 or 4
  Points/Rank version only). To indicate this, assign the Pocket Dimension
  Attribute and think acquire the Special Attack Attribute with the Linked
  (Pocket Dimension) Ability (page 65). 
  Characters who have an ability to travel between dimensions should
  possess the Dimension Hop Special Movement Attribute (page 67).
  POWER DEFENCE
  Cost:
  1 Point/Rank
  Relevant Ability:Variable
  Progression:
  The character reduces the DC of saving throws related to the
  defensive use of an Attribute by 1/Rank
  Power Defence is acquired in conjunction with another Attribute
  not normally used for defence (Attribute must be defined when Power
  Defence is assigned). Power Defence allows a character to use the other
  Attribute to defend against attacks, possibly avoiding all damage entirely.
  The character must make a save (as appropriate for the situation or
  Attribute) with a bonus of +1 per Power Defence Rank against a DC
  equal to the attacker’s final to hit roll result. If successful, the character
  activates his or her Attribute in time to defend against the attack and
  avoids all damage (and effects) from the attack. The player should consult
  with the Game Master to determine which Attributes are appropriate for
  a Power Defence.
  A character may only attempt one Power Defence each round unless
  he or she also possesses the Extra Defences Attribute (page 47), in which
  case he or she may sacrifice one extra defence to attempt an additionally
  Power Defence (the two may not be used in conjunction, through).
  Characters must assign this Attribute once for each Attribute they
  wish to use defensively.
  CHAPTER 6:
  ATTRIBUTES
  RANK 1 The dimension can be as large as a closet.
  RANK 2 The dimension can be as large as a room.
  RANK 3 The dimension can be as large as a house.
  RANK 4 The dimension can be as large as a city block.
  RANK 5 The dimension can be the size of an entire village.
  RANK 6 The dimension can be the size of an entire city (or even larger).
  RANK 1 The character can an create small illusions, about the size of a
  single person.
  RANK 2 The character can create medium illusions, large enough for an
  entire room, or a large object like a car or elephant.
  RANK 3 The character can create large illusions that can cover a house-
  sized area.
  RANK 4 The character can create very large illusions that can cover an
  entire neighbourhood (or a few hundred square yards).
  RANK 5 The character can create huge illusions that cover a village-sized
  area.
  RANK 6 The character can create great illusions that can cover a town-
  sized area.
  A character has Teleportation at Rank 3 and Power Defense: Teleportation
  at Rank 5.  An opponent attacks him and scores an impressive result of 32
  on his to hit roll.  The teleporter must now roll a Reflex save (most
  appropriate to Teleportation) against a DC of 32 with a +5 bonus for 5
  ranks in Power Defense: Teleportation.  If successful, he teleports away before
  the attack hits and completely avoids the damage.  If the save is unsuccessful,
  he is hit by the attack and suffers its effects as normal.
  EXAMPLE
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  the character can either block one sense or enhanced sense (Type I) or one
  detection technique (Type II), which is determined during character
  creation.   The GM may allow multiple assignments to the same sense or
  technique, which results in cumulative penalties. To fully block a detection
  technique, see the Invisibility Attribute (page 50).
  TYPE I
  One of the five senses — hearing, smell, vision, taste, or touch — is
  partially blocked. This may mean that individuals within the area covered
  cannot see well (vision), cannot hear well (hearing), etc. Checks made by
  these individuals when pertaining to the specific senses suffer a -4 penalty,
  which is cumulative with any Heightened Senses bonus (see page 49).
  TYPE II
  A detection technique is partially blocked. Examples of techniques
  include: darkvision, electric current detection; homing weapons;
  infravision; magnetic field detection; microscopic vision; radar detection;
  radio reception; sonar detection; a specific Sixth Sense technique;
  ultrasonic hearing; ultravision; vibration detection; X-ray vision. Ability
  or Skill checks relating to these detection techniques suffer a -4 penalty.
  SERVANT
  Cost:
  2 or 5 Points/Rank
  Relevant Ability:None
  Progression:
  The servant is constructed from 10 Character Points plus
  10/Rank
  The character has a servant or companion entity. It serves as a
  familiar, pet, companion, or bodyguard. Examples of Servants could
  include: a magical girl’s talking animal companion, a pet robot, a
  sorcerer’s apprentice, a fierce wolf, a bound demon or ghost, a mage’s
  familiar cat, or a vampire’s enslaved servants. For a more powerful pet
  monster servant (usually associated with gladiatorial combat), see the Pet
  Monster Attribute (page 57). Servants are NPCs controlled by the GM,
  but they will normally work toward the character’s best interests.
  Nevertheless, they should have their own personalities and may
  occasionally get into trouble of their own.
  A Servant is assumed to be around “all the time.” To create a
  servant that the character summons for a brief period of time, acquire the
  Attribute as a Magical Power (see Magic, page 51) — this will result in
  the servant only remaining around as long as the character spends
  appropriate Energy Points.
  This Attribute costs 2 Point/Rank if the character is limited to one
  particular Servant. If the character can dismiss the Servant and replace it
  with a different one between adventures or during an adventure with
  suitable effort (GM’s option such as casting a summoning spell or taming
  a new animal), then the Attribute costs 5 Points/Rank. A character can
  take the Attribute several times to have multiple Servants.
  A Servant is a 1st Level Adventurer (page 16), created with his or
  her own Ability Scores, Attributes, Defects, and Skills as normal but with
  only 10 Discretionary Character Points. Each Rank of the Servant
  Attribute also gives the player 10 additional Character Points to add to
  the Servant (for example, 20 Points at Rank 1, 30 Points at Rank 2, etc.).
  The Servant may not have the Servant or Own a Big Mecha Attributes,
  and some relationship-based Defects should not be assigned due to its
  innate role as a character’s Servant. Thus, it is inappropriate for a Servant
  to have the following Defects: Owned, Red Tape, or Significant Other.
  REGENERATION
  Cost:
  4 Points/Rank
  Relevant Ability:None
  Progression:
  The character can regenerate 1 Hit Point each round/Rank
  Characters with this Attribute automatically heal their own
  injuries, whether the characters are awake, asleep, or unconscious. The
  character’s Hit Points cannot exceed their original total. At higher
  Regeneration Ranks, the character’s body will revive itself if “clinically”
  dead but not actually brain-dead (Rank 3+), repair massive trauma such
  as lost limbs or organs (Rank 6+), or restore the character if cut into
  several pieces (Rank 6+). The body cannot repair itself if it is blown to
  bits or disintegrated, however.
  REINCARNATION
  Cost:
  2 or 4 Points/Rank
  Relevant Ability:None
  Progression:
  Descriptive; see below
  If the character is destroyed, some of his or her essence may still
  survive. This may be in spiritual or digital form, or it may be something
  that must be retrieved from the corpse. A robot whose memory can be
  copied or uploaded, a creature that leaves an egg in its body upon death,
  or an undead monster that will reform a few minutes, hours, or days after
  its apparent death are all examples of this. If this remnant can be salvaged
  or otherwise recovered, in a matter of days or weeks and with proper care,
  it will develop a new body similar to the original. A reincarnated
  character usually starts with 1 Hit Point.
  Reincarnation can be prevented in some way. This may be as simple
  as burning, blowing up, or dismembering a body, or as obscure as
  requiring a special ritual. For 2 Points/Rank, the Reincarnation is easy to
  stop; for 4 Points/Rank, the Reincarnation is difficult to stop. The GM
  and player must work together to determine the parameters involved in
  preventing the rebirth.
  REJUVENATION
  Cost:
  1 Point/Rank
  Relevant Ability:Wisdom
  Progression:
  Under specific conditions, the character instantly regain 5 Hit
  Points or Energy Points/Rank
  Characters with this Attribute can focus on their adrenaline rush
  and internal reserves to restore lost Hit Points or Energy Points.
  Rejuvenation can only take place under certain circumstances (like a
  crowd getting behind a wrestler, a sound that triggers a certain memory
  or the presence of a master, or a dashing knight inspiring a magical girl)
  and can happen only once in a scene. The GM and player should work
  together to determine when Rejuvenation can occur. Rejuvenation
  requires one combat round, during which the character can only dodge
  or avoid attacks. Neither Hit Points nor Energy Points can be raised
  above their maximum.
  SENSORY BLOCK
  Cost:
  1 Point/Rank
  Relevant Ability:Intelligence
  Progression:
  Descriptive; see below
  A character with Sensory Block can cover an area (size is determined
  by the Rank) with a field that partially blocks specific senses or detection
  techniques. This can represent a magical ability, technological
  enhancement, or paranormal effect. Each time this Attribute is assigned,
  CHAPTER 6:
  ATTRIBUTES
  RANK 1 The reincarnation occurs within a few weeks.
  RANK 2 The reincarnation occurs within a few days.
  RANK 3 The reincarnation occurs within a single day.
  RANK 4 The reincarnation occurs within a few hours.
  RANK 5 The reincarnation occurs within a single hour.
  RANK 6 The reincarnation occurs within a few minutes.
  RANK 1 The Sensory block covers up to 100 ft radius.
  RANK 2 The Sensory block covers up to 500 ft radius.
  RANK 3 The Sensory block covers up to 1 mile radius.
  RANK 4 The Sensory block covers up to 5 mile radius.
  RANK 5 The Sensory block covers up to 50 mile radius.
  RANK 6 The Sensory block covers up to 500 mile radius.
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  or over a distance, the character must also acquire the Special Attack
  Attribute (page 61) with the Linked (Size Change) Ability (page 65).
  See page 97 for more information on size categories.
  SPECIAL ATTACK
  Cost:
  1 or 4 Points/Rank
  Relevant Ability:None
  Progression:
  The character possesses an attack that delivers 1d8
  damage/Rank
  Anime characters sometimes wield powerful offensive energies,
  such as electric zaps, magical fireballs, ki-powered martial arts strikes, or
  energy swords. Some characters, such as cyborgs or robots, as well as
  mecha, may have guns, missiles, or beam weapons built into their bodies.
  Special Attack costs 4 Points/Rank, and delivers 1d8 damage per
  Rank.
  Special Attacks may be further customised by assigning one or
  more attack Abilities from the list on pages 62-66. Each attack Ability
  taken reduces the damage by 1d8 but adds an additional capability.
  Attacks may also be assigned one or more attack Disabilities from the list
  on pages 66-67. Each attack Disability increases the damage by 1d8 but
  reduces the attack’s utility by imposing some form of limitation.
  The player must assign Abilities and Disabilities when the Special
  Attack is designed. On the player’s character sheet, they are listed in
  parentheses following the attack’s modified damage. He or she may
  assign a combination of Abilities and Disabilities that would reduce its
  damage to a minimum of 1d8. To create a “zero damage” Special Attack,
  one would select the No Damage Disability (see page 66). For example,
  suppose a character has a Special Attack at Rank 2. He or she would only
  be able to purchase one Ability, which would reduced the attack’s
  damage from 2d8 to 1d8. If the character wanted to purchase a second
  Ability, he or she must first assign a Disability, which would raise the
  attack’s damage back to 2d8. The character could then purchase a second
  Ability, reducing the damage back to 1d8.
  A Special Attack should always be given a descriptive name such as
  “90mm Auto-Cannon” or “Raging Thunder Dragon Fist.” When
  designing the attack, the player (with GM input) should determine what
  Skill and Specialisation is appropriate for its use. For most magical or
  superpowered ranged attacks, it will be Special Ranged Attacks. For
  mecha Attacks, it is usually Heavy Weapons (Gunnery). For ranged
  weapons designed as Personal Gear, it is usually Guns or Thrown Weapon
  with an appropriate Specialisation depending on the description. Any
  weapon with the Melee Disability uses the Melee Attack or Unarmed
  Attack Skills depending on its description. For example, Melee Attack
  (Sword) is appropriate to an energy sword, while Unarmed Attack
  (Striking) would be suitable for a wraith that drained energy by its touch
  or a ki-energised martial arts strike.
  SIXTH SENSE
  Cost:
  1 Point/Rank
  Relevant Ability:Wisdom
  Progression:
  The character gains 1 Sixth Sense/Rank
  Some characters have the ability to detect things that are hidden to
  normal senses or technological sensors, while others have affinities for
  specific objects or people. Sixth Sense typically represents psychic or
  magical ability, but can also reflect trained and acute senses or divine
  intervention.
  The character may sense one particular category of phenomena per
  Rank. The player should define the category with the GM’s approval
  (Sixth Sense is very much a GM-defined ability). As a guideline, the
  character is automatically alerted when something his or her Sixth Sense
  detects is in close proximity (roughly 20 foot radius area). The GM may
  require a Wisdom check to do this, with difficulty modifiers depending
  on the strength of the source of whatever emanations the character can
  sense. In some cases, the GM may allow detection at greater distances if
  the source is very strong. The GM should give a bonus (+2 modifier or
  more) if the character is touching the source.
  A character who specifically concentrates on using his or her Sixth
  Sense may gain more precise information on a successful Wisdom Check.
  The exact content of this information is up to the GM. If the check
  succeeds, the GM may provide the character with a few extra clues about
  the source such as “the magic is coming from those buildings over there”
  or “you sense the evil presence feels otherworldly... and hungry.” If the
  check fails, the character will not gain any additional information unless
  something happens, such as the phenomena becoming stronger, or
  coming much closer. The GM should always try to use Sixth Sense to
  plant clues that make a story more exciting, but not allow it to short-
  circuit the process of discovery in a mystery plot.
  Examples of phenomena to which the character may be sensitive
  include astral/ethereal beings, danger, Pocket Dimensions, electricity,
  elements, emotions, evil, illusions, interpersonal dynamics, magic,
  magnetics, paranormal nexus points, particular objects, places of power,
  psionics, spirits, telepathy, truth, virtue, or the use of specific Attributes
  or Defects.
  PRECOGNITION AND POSTCOGNITION
  Alternatively, Sixth Sense can be assigned to represent precognition
  and postcognition — the ability to access visions of past and future
  events. This option is a GM-defined Attribute, however, which allows
  him or her limit its application and scope within the campaign. For
  precognition and postcognition, the Attribute’s Rank reflects the
  maximum time difference between the present situation and a perceived
  future or past event (the higher the Rank, the longer the time difference).
  Low-Ranking character may only perceive events within minutes or hours
  of the current time; high-Ranking characters can extend this time to
  hundreds or even thousands of years. 
  SIZE CHANGE
  Cost:
  1, 5, or 6 Points/Rank
  Relevant Ability:Constitution
  Progression:
  Descriptive; see below
  This Attribute reflects the ability to increase or decrease the stature
  of the character. A character may have the ability to both shrink and
  grow for 6 Points/Rank. Alternatively, the character can choose to shrink
  only at a cost of 1 Point/Rank or to grow only at a cost of 5 Points/Rank;
  this restricts the character to changing size in one direction (with the
  ability to return to his or her normal size). For example, a character with
  Size Change (Shrinking Only) Rank 2 could shrink to half size and once
  shrunk could grow back, but he or she could never increase his or her
  height beyond normal.
  It takes one round for a character to change size. Size Change is
  normally designed to affect only the user, but it can be specified as usable
  on others instead. If so, it only affects a single willing subject, whom the
  user must touch. For it to be used as an attack against unwilling persons
  CHAPTER 6:
  ATTRIBUTES
  RANK 1 The character’s size can increase or decrease one size category
  (a Medium character can either grow to Large or shrink to Small). 
  RANK 2 The character’s size can increase or decrease two size
  categories (a Medium character can either grow to Huge or
  shrink to Tiny). 
  RANK 3 The character’s size can increase or decrease three size
  categories (a Medium character can either grow to Gargantuan
  or shrink to Diminutive). 
  RANK 4 The character’s size can increase or decrease four size
  categories (a Medium character can either grow to Colossal or
  shrink to Fine). 
  RANK 5 The character’s size can increase or decrease five size
  categories (a Small character can grow to Colossal; a Large
  character could shrink to Fine). 
  RANK 6 The character’s size can increase or decrease six size categories
  (a Tiny character can grow to Colossal; a Huge character could
  shrink to Fine). 
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  SPECIAL ATTACK ABILITIES
  The following Abilities may be assigned to a Special Attack. The
  GM may disallow any combination of Abilities that seems inappropriate. 
  • ACCURATE
  The attack is unusually accurate giving a +4 bonus to Attack rolls
  (or Ability checks if the attack has the Mind or Soul Attack Ability). This
  Ability can be assigned two or three times for a +8 or +12 bonus, but
  may not be combined with the Linked (Attack) Ability.
  • AFFECTS INCORPOREAL
  This attack will affect characters who are currently Astral or
  Incorporeal as if they were solid.
  • AREA EFFECT
  This is an attack, like an explosive blast, that affects not only the
  direct target, but also anyone in the immediate area. All affected characters
  are allowed a Reflex Save (diving for cover, swerving out of the way) for half
  damage. Characters and mecha that can shield themselves with very solid
  objects or terrain in the vicinity may avoid damage completely (GM’s
  discretion) on a successful Reflex save. This represents the character
  ducking or moving behind cover. The GM will decide whether an object or
  person is within the area of effect, and may assume the area radius is
  equivalent to 5 feet for every Special Attack Rank. Area Effect can be
  assigned multiple times; each Ability doubles the area radius. 
  • AURA
  Rather than having to make an actual attack, the character instead
  automatically damages anyone who touches his or her body. An example
  might be a character who was sheathed in flame or electrified. If this
  Ability is combined with the Area Effect Ability, it automatically
  damages anyone in the designated area around the character. Aura counts
  as two Abilities.
  • AUTO-FIRE
  The attack consists of a burst of multiple shots like a machine gun
  or rapid sequence of energy bolts. Instead of scoring one hit when an
  attack is successful, the attacker scores hits (minimum of one, maximum
  of five) equal to the difference between his or her final to hit roll (including
  all modifiers) and the targets defence roll (including all modifiers) divided
  by five, rounded down. For example, if a character attempts to hit a target
  who rolled a final defence value of 27, he or she would score 2 hits (27 -
  16 = 11; 11 ÷ 5 = 2.2; round down to 2). Each hit delivers separate
  damage (important when considering Armour and Force Fields). Bonuses
  from Massive Damage, Superstrength, and critical hit multipliers are only
  applied to the first hit in an Auto-Fire burst — all others only inflict the
  normal damage of the Special Attack. The Game Master may increase the
  maximum number of hits scored to 10 to reflect more potentially
  damaging attacks. Auto-Fire counts as three Abilities.
  • ALTERNATE ATTACKS
  Although a character or mecha often uses his or her highest-Rank
  “primary” weapon, alternate or backup ones may also be possessed. The
  Point cost of these additional “secondary” attacks are one quarter the cost
  of the primary attack at 1 Point/Rank. The primary attack — the attack
  with the highest Rank — is the only one that costs the standard 4
  Points/Rank. Secondary attacks may each possess different damages,
  Abilities and Disabilities. If acquiring alternate attacks as Magical Powers
  (see Magic, page 51) the secondary attacks drain the regular 2 Energy
  Points/Rank, not 0.5 Energy Points/Rank.
  • MECHA WEAPON ATTACKS AND DIFFERENT GUNNERS
  If a mecha has the Special Attack Ability, each armament is
  normally designed for use by whomever is controlling the mecha. An
  operator can only fire one of the weapons each round, unless he or she
  possesses the Extra Attacks Attribute (page 47) and the Special Attack
  has the Flurry Ability (page 64). If the mecha carries multiple people,
  however, it may be designed with many independently operated
  weapons, each manned by a different character, which allows
  simultaneous attacks. If a weapon is created from this category, it should
  be noted as requiring a “Different Gunner” and purchased at an
  additional flat cost of 2 Points each (this is the half-cost discounted
  version; see Own a Big Mecha for more information on page 56).
  SPECIAL ATTACK DESCRIPTORS
  Many d20 games assign attacks descriptors such as “magic,”
  “lawful,” “evil,” and the like, which usually affects Damage Reduction as
  well as some other abilities. Players may assign a descriptive term to a
  Special Attack at a cost of 1 point per term (multiple terms may be
  applied to the same attack). If anything is affected by attacks of that
  descriptor, the Special Attack will be modified accordingly. Otherwise, if
  a player does not assign a descriptor, treat the attack as a normal attack.
  SPECIAL EFFECTS
  The special effects of Area Effect, Drain (Any), Flare,
  Incapacitating, Irritant, Spreading, and Tangle are determined by the
  Rank of the Special Attack only. Massive Damage, Superstrength, and
  critical hit multipliers are not included in the calculation. Additionally,
  Armour and Force Fields do not normally protect against the special
  effects of Drain (Any), Flare, Incapacitating, Irritant, or Tangle. Before
  making an attack, a character can choose to inflict less damage than the
  normal 1d8/Rank, or reduce the power of their special effects. 
  CHAPTER 6:
  ATTRIBUTES
  TABLE 6-2: ATTACK ABILITIES
  ABILITY
  # OF SLOTS
  Accurate
  1
  Affects Incorporeal
  1
  Area Effect
  1
  Aura
  2
  Auto-Fire
  3
  Burning
  1
  Concealable
  1
  Contagious
  2 or 4
  Drain Body
  1
  Drain Energy
  1
  Drain Mind
  1
  Drain Soul
  1
  Enduring
  1
  Flare
  1
  Flexible
  1
  Flurry
  1
  Homing
  1 or 2
  Incapacitating
  3
  Incurable
  4
  ABILITY
  # OF SLOTS
  Indirect
  1
  Irritant
  1
  Linked (Attack)
  2
  Linked (Attribute)
  1
  Long Range
  1
  Mind or Soul Attack
  5
  Muscle-Powered
  1
  No Regeneration
  1
  Penetrating (Armour)
  1
  Penetrating (Force Field)
  1
  Quake
  1
  Spreading
  1
  Stun
  1
  Tangle
  2
  Targeted
  1 or 2
  Trap
  1
  Undetectable
  4
  Unique Ability
  1
  Vampiric
  2-4
  Effects Based on Damage Inflicted
  The scope of the special effects for attacks with the Area
  Effect, Drain (Any), Flare, Incapacitating, Irritant, Linked,
  Spreading, or Tangle Abilities depend on the Rank of the Special
  Attack. For example, Drain (Mind) reduced the target’s Intelligence
  Score by 2 for every Special Attack Rank; similarly, Tangle creates
  restraints that have 4 Hit Points for every Special Attack Rank.
  Attacks with the No Damage Disability are treated as one Rank
  higher when determining the special effects for these Abilities.
  To introduce randomness into these special effects, their scopes
  could instead be based on every 5 damage that the attack inflicts
  (or would have inflicted in the case of attacks with the No Damage
  Disability). For the above examples, Drain (Mind) would reduce a
  target’s Intelligence Score by 2 for every 5 damage, and Tangle
  would create restraints that have 4 Hit Points for every 5 damage. 
  If this alternate rule is used, damage must be rolled for all
  attacks — including ones with the No Damage Disability — to
  determine the special effect scope. While this rule will balance the
  attacks with each other more accurately (particularly if the No
  Damage Disability is assigned), a little more calculation is involved.
  Alexzander Knight's
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  CHAPTER 6:
  ATTRIBUTES
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  64
  by the Special Attack Rank. This drainage is in addition to any Hit Point
  losses from the attack. To design an attack that only drains the chosen Ability,
  the No Damage Disability must also be assigned. The drained Points return
  at the rate of two every hour. Drain Soul counts as two Abilities.
  • ENDURING
  Enduring can only be assigned in conjunction with Area Effect. The
  attack remains active within the affected area over multiple rounds.
  Examples of this type of attack include chemical clouds, sheets of fire,
  electrical charges, or supercooled vapours. Anyone entering or remaining
  in the area is immediately subject to the attack; defence checks are
  outlined under Area Effect. Each time Enduring is assigned, the Area
  Effect attack remains active for 1 additional round.
  • FLARE
  If the target is hit (or in the radius of an Area Effect weapon attack)
  the defending character may be blinded. Every target looking at the
  attack must roll a Fortitude save against DC 10 + 2 per Rank of the
  Special Attack. If a target character fails his or her Fortitude save, he or
  she is blinded for a number of combat rounds equal to the amount by
  which the save was failed. Characters with appropriate Special Defences
  (page 67) will not be blinded. Flare may be taken multiple times; each
  time it is taken, add an extra 2 to the DC of the Fortitude save. Flare can
  also be generalised to cover other sense-overloading attacks. For example,
  the attack might cause deafness. 
  • FLEXIBLE
  This Ability represents long, flexible, or extendible attacks such as
  a prehensile whip, energy-lash, razor-ribbon, or similar attack mode. The
  target’s defence rolls are at a -2 penalty. If the attacker is strong enough
  to physically lift the target, a successful attack can trip or disarm an
  opponent (snagging a hand-held weapon) in lieu of delivering damage.
  Such non-damaging attack stunts are made at a -4 penalty to the attack
  roll since they require great talent to execute accurately.
  • FLURRY
  This Ability allows a character to use his or her Special Attack
  multiple times in a round if that character has multiple attacks — one
  extra use per round each time it is assigned, in addition to the first regular
  use. Normally, a Special Attack can only be used once each round (see
  page 62). The second attack would be made using the characters second
  Base Attack Bonus, the third using the third Base Attack Bonus, and the
  fourth using the fourth Base Attack Bonus. For example, if a character
  had a Base Attack of +17/+12/+7 and had this Ability twice, he or she
  would make three Weapon Attacks at +17/+12/+7. If he or she only
  had it once, the character would be able to attack twice at +17/+12.
  • HOMING
  The attack or weapon fires a projectile or energy bolt that can track
  and follow its target. The character receives a +4 bonus to his or her
  attack roll, and if the attack misses or the target successfully defends, the
  weapon will return to try again (only one more time) in the next combat
  round. A Homing attack is vulnerable to Sensory Block, however (page
  60). In a setting where electronic Sensory Block is not common (such as
  ancient Japan), Homing counts as two Abilities.
  • INCAPACITATING
  This represents any form of attack that can instantly incapacitate a
  foe even if it does not inflict actual damage. This includes putting an
  opponent to sleep or turning him or her to stone. Regardless of whether
  the attack does physical damage, the victim must make a saving throw
  (either Fortitude or Will — decide when the attack is designed) against
  DC 10 + 2 per Special Attack Rank to avoid being completely
  incapacitated. When designing the attack, specify the form the
  incapacitation takes: asleep, awake but paralysed, turned to stone,
  transformed into an inert doll, etc. The effects will wear off in several
  minutes, unless the Incurable Ability (see below) is also taken. To design
  an attack that only incapacitates the target, the No Damage Disability
  must also be assigned. Incapacitating counts as three Abilities.
  • INCURABLE
  The attack produces wounds or other effects that do not heal
  naturally, and are incurable by normal methods. Rather than recovering
  at a normal rate or being amenable to standard medical treatment,
  recovery cannot take place until some exotic event or treatment has
  • BURNING
  This represents acid, flaming liquid, or similar attacks that deliver
  continuing damage over several rounds. If the initial attack damage
  penetrates the opponent’s Armour, the target will suffer an additional 1
  damage/Rank of the Special Attack each round for 5 rounds or until the
  effect is somehow neutralised (GM’s discretion; it should depend on the
  type of attack, and may require several rounds for full neutralisation).
  Armour does not protect against the extra burning damage in subsequent
  rounds. Alternatively, Burning can be defined as a “hourly burn,” in which
  case the damage is 2 per Rank rather than 1 but is applied on a daily basis
  (rather than round-by-round). Finally, a “slow burn” inflicts 4
  damage/Rank inflicted daily (rather than round-by-round). This Ability
  may best represent a disease or slow poison attack. Unlike a regular
  Burning attack, the hourly burn and slow burn damage will continue until
  the victim is dead or makes a successful Fortitude save against a DC of 15
  + the Rank of the Special Attack (made on an hourly or daily basis).
  • CONCEALABLE
  This option is only available for Hand-Held weapons, mecha
  weapons, or personal gear. Such weapons are normally assumed to be
  visible — a weapon built into a mecha has obvious barrels or gun ports,
  for example. A Concealable weapon is not so obvious; it may extend out
  from the mecha or be disguised as something else. If built as a Hand-
  Held Weapon or Personal Gear, this means it is small enough to be used
  with one hand and concealed under clothing. Most pistol-sized or knife-
  sized weapons are Concealable. For more cinematic games, larger
  weapons such as swords and machine guns can be designed as
  Concealable as well.
  • CONTAGIOUS
  Some or all of the attack’s damage or other effects will be passed on
  to others who touch (or otherwise contact) a victim. If mildly contagious,
  not everyone will be infected; a prospective victim must fail a Fortitude
  save versus a DC 15 + Rank of Special Attack to be affected. If taken
  twice, it is highly contagious; someone must fail the Save at a -4 penalty
  in order to be affected.  Alternatively, the contagion may be automated
  under some circumstances. The save is normally a Fortitude save, but
  some contagion may require a Will save. The GM should adjudicate
  Effects and countermeasures. The Ability is usually combined with the
  Toxic Disability. Contagious counts as two Abilities if mildly contagious
  or four Abilities if highly contagious.
  • DRAIN BODY
  The attack causes the victim to suffer weakness and/or loss of co-
  ordination. The victim’s Strength, Dexterity, or Constitution (chosen
  when the attack is designed) is reduced by 2 per Rank of the attack. The
  Ability drain is in addition to any Hit Point losses from the attack. To
  design an attack that only drains the chosen Ability, but inflicts no other
  punishment, the No Damage Disability must also be assigned. If a
  target’s Constitution is drained to 0, he or she is rendered unconscious
  but does not die as normal. Lost Ability Score Points are recovered at two
  Points per hour of rest. Drain Body counts as two Abilities
  • DRAIN ENERGY
  The attack drains away the victim’s personal energy supply, causing
  him or her to become fatigued and/or despondent. In addition to the
  damage delivered to the victim’s Hit Points, the attack causes the same
  loss of Energy Points. To design an attack that only drains Energy Points,
  the No Damage Disability must also be assigned. Lost Energy Points
  recover at their normal rate.
  • DRAIN MIND
  The attack causes the victim to lose his or her mind. The attack may
  be a psionic attack, a tranquilliser or similar drug, or another form of
  attack. The victim’s Intelligence is reduced by 2 multiplied by the Special
  Attack Rank. This Intelligence drain is in addition to any Hit Point losses
  from the attack. To design an attack that only drains Intelligence, the No
  Damage Disability must also be assigned. The drained Points return at the
  rate of two every hour. Drain Mind counts as two Abilities.
  • DRAIN SOUL
  The Attack affects the victim’s spirit. This attack may be a wave of fear,
  despair, or some other willpower-destroying emotion. The victim’s Wisdom
  or Charisma (chosen when the attack is designed) is reduced by 2 multiplied
  CHAPTER 6:
  ATTRIBUTES
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  65
  makes a Will save plus any bonuses for the Mind Shield Attribute (DC is
  the attacker’s Intelligence or Wisdom check total). Soul Attack ignores
  Armour and Force Fields, and affects Insubstantial or Astral characters
  normally. Both versions count as five Abilities.
  • MUSCLE-POWERED
  This ability normally is only appropriate for melee or thrown
  weapons. The character adds any damage modifier due to Strength to the
  attack’s base damage.
  • NO REGENERATION
  This is a lesser form of Incurable. The damage from the attack
  cannot be restored using the Healing or Regeneration Attributes but can
  otherwise recover or be repaired normally. 
  • PENETRATING (ARMOUR)
  Armour does not stop damage from these attacks as efficiently as
  usual. Each time Penetrating (Armour) is assigned, Armour stops 10
  less damage than normal from the attack (up to the Armour’s
  maximum rating).
  • PENETRATING (FORCE FIELD)
  The Force Field Attribute does not stop damage from these attacks
  as efficiently as usual. Each time Penetrating (Force Field) is assigned, the
  Force Field stops 10 less damage than normal from the attack (up to the
  Field’s maximum rating).
  • QUAKE
  This attack causes a linear shock wave in the ground, causing
  rumbling and fractures. The quake “fault” will only be large enough for one
  person to fall into its depths unless it is combined with the Area Effect
  Ability. A victim may fall into the crevasse if he or she fails a Reflex save (DC
  15 + Special Attack Rank). The fissure will be approximately 3 feet deep for
  the first 5 damage (including bonuses for Strength and Massive Damage)
  and is doubled for every additional 5 damage the attack inflicts. Thus a
  quake that delivers a total of 15 damage creates a fissure 12 feet deep, while
  one that delivers 30 damage creates a crevice 96 feet deep. Quake can only
  be used on a solid surface (which may be earth, sand, cement, or asphalt),
  and may not be combined with the Aura Ability or No Damage Disability.
  • SPREADING
  This type of attack spreads to cover an expanding area like a cone
  of energy or a spray of projectiles or energy bolts. The defender receives
  a -1 penalty to his or her Defence roll. Multiple adjacent targets in the
  attack path may also receive damage if they are lined up or in a dense
  formation, up to a maximum of one extra target for every Special Attack
  Rank. The Spreading Ability can be acquired multiple times; each one
  further penalises the target’s Defence roll by -1 and doubles the number
  of possible adjacent targets. Spreading is often assigned in conjunction
  with the Short Range Disability.
  • STUN
  An attack with this Ability inflicts temporary damage such as an
  electric shock that shorts out electronics and renders people unconscious.
  Lost Hit Points are recovered or repaired at one Point every minute rather
  than at the normal rate. Stun damage cannot kill. Although the attack
  only inflicts temporary damage (compared to the real damage of a regular
  attack), it has the advantage that it may be used to incapacitate a foe
  without the risk of killing him or her.
  • TANGLE
  Attacks that can entangle the victim may include a spray that
  freezes the target in ice, or traps him or her in the branches of an
  animated plant, simple webbing, etc. The entanglement has 4 Hit
  Points for every Special Attack Rank. If a target does not successfully
  defend a Tangle attack, he or she is trapped until sufficient damage is
  delivered to the entanglement to reduce its Hit Points to zero or lower
  (at this point it is destroyed). A trapped character has restricted
  movement and attacks physically at a -4 penalty, cannot defend (ignore
  Dexterity bonuses for AC), and cannot perform actions that require
  complex gestures. A character is usually able to speak, however. A victim
  who has partially destroyed an entanglement may regain additional
  body movement (GM’s discretion). A Tangle attack also inflicts damage
  as normal unless the No Damage Disability is also assigned to the
  attack. An “Incurable” entanglement can only be damaged by some
  special means (such as fire or water) defined when the Tangle attack is
  created. Tangle counts as two Abilities.
  occurred. This requirement must be specified when the attack is
  designed, subject to GM approval. Incurable counts as four Abilities. 
  • INDIRECT
  The weapon can fire shots in a high ballistic arc. Examples include
  grenade launchers and artillery guns. This allows the attacker to shoot at
  targets hidden behind buildings, hills, or other obstacles (or even shoot
  over the horizon, if the Long Range Ability is also assigned). Indirect fire
  is tricky, however. To effectively fire at an indirect location, the attacker
  must be able to “see” the target (sensors can be used), or someone else
  must spot the target and relay its position to the attacker. Indirect fire
  results in a -2 penalty to the attack roll with an additional -6 penalty if
  the target cannot be physically seen by the attacker (for a total of -8). A
  weapon with the Indirect Ability can be used under normal medium and
  short ranges without any penalty.
  • IRRITANT
  This represents pepper spray, a skunk’s musk, an itching spell, or
  similar effect. Whether or not damage penetrated Armour, the subject
  must make a Fortitude save against DC 10 + 2 per Special Attack Rank.
  If the target fails, the character is partially blinded and distracted (-2
  penalty on all rolls to do anything) for a number of rounds equal to the
  amount by which he or she failed the save. Irritant is usually taken in
  conjunction with the Toxic Disability to simulate an attack against which
  a gas mask or the like offers protection.
  • LINKED (ATTACK)
  An attack with this Ability is “attached” to another (or “master”)
  attack. The master attack may be an ordinary weapon (such as an item of
  Personal Gear, like a sword or gun), a Natural Weapon or unarmed
  attack, or a different Special Attack. If that master attack is successful,
  this linked attack automatically hits as well (no defence allowed), but if
  it misses or fails to penetrate the target’s defences (Armour, Force Fields,
  etc.), the linked attack automatically fails too (with full Energy Point
  cost, if applicable). If the master attack hits and delivered enough
  damage to successfully penetrate Armour, then the Armour does not
  protect at all against the damage of the second linked attack. Damage
  bonuses from Massive Damage, Superstrength, and critical hit
  multipliers only apply to the master attack, not to each attack. An attack
  with the Linked Ability may not be given the Accurate or Long Range
  Abilities or the Inaccurate, Low Penetration, Melee, or Short Range
  Disabilities; its range and accuracy are dependent on the attack to which
  it is linked. The attack can only be used in conjunction with the master
  attack; it cannot be used separately, on its own. Unless the GM indicates
  otherwise, only one Special Attack can be attached to each master attack.
  Linked (Attack) counts as two Abilities.
  • LINKED (ATTRIBUTE)
  An attack with this Ability is attached to one of the following
  Attributes, which the character must also possess: Insubstantial,
  Metamorphosis, Pocket Dimension, Size Change, or Teleport. If the
  attack hits, a living subject will be affected by that Attribute provided he
  or she fails a Fortitude save to resist against DC 10 + 2 per Special
  Attack Rank.
  • LONG RANGE
  An ordinary attack is assumed to have an effective range of about
  300 feet (2 miles in space). This Ability extends the range to 1 mile (20
  miles in space). Long Range weapons are typical of beam cannons on
  spaceships, guided missiles, or the guns of tanks or mecha. It can be
  assigned multiple times: each time it is taken after the first doubles the
  actual range. Since the Earth’s horizon limits line-of-sight for characters
  standing on the ground, multiple Long Range Abilities are often
  combined with the Indirect Ability (see above). This Ability is
  incompatible with the Melee and Short Range Disabilities.
  • MIND OR SOUL ATTACK
  The attack is not a physical attack but rather is a mental assault
  (Mind Attack) or contest of spirit or will (Soul Attack). During creation,
  the player must specify either Mind or Soul as the focus of the Ability.
  Instead of using the character’s base attack bonus to hit, the character
  must roll a successful Intelligence (Mind Attack) or Wisdom (Soul
  Attack) check for his or her character (though appropriate Skills can
  modify this). Furthermore, instead of a normal defence roll, the subject
  CHAPTER 6:
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  66
  backblast to anyone standing behind the gunner, but some spells or other
  abilities might have similar risks. The damage of the backblast is
  normally one quarter the damage of the actual attack. If this Disability is
  taken twice, it affects everyone in a 5-foot radius around it, including the
  attacking character (unless he or she also has Immunity to one’s own
  attacks; page 50). Backblast cannot be combined with the Area Effect
  and Aura Abilities at the same time.
  • DROP SHIELDS
  This Disability can only be taken if the character also has a Force
  Field. It requires the character to turn off all Force Fields before using the
  attack, and they must remain down until the character’s turn to act on
  the following round.
  • EXTRA ENERGY
  This is only appropriate for characters acquiring the attack as a
  Magical Power. The attack costs twice as many Energy Points as normal.
  Extra Energy can be taken multiple times, with each time doubling the
  Energy Points requirement.
  • INACCURATE
  The attack is not as accurate as normal ones, and imposes a -4
  penalty to all attack rolls. This Disability can be taken two or three times
  for a -8 or -12 penalty.
  • INTERNAL
  The attack is only usable inside a specific mecha or other structure.
  This may represent a mecha’s built-in internal security systems or an
  attack for which the character draws power from a mechanism inside and
  channels it through his or her body.
  • LIMITED SHOTS
  The attack is only usable for a few combat rounds, after which it
  either runs out of ammunition or power, or simply burns out. Assigning
  this Disability once means it can make up to six attacks; if taken twice,
  up to three attacks; if taken three times, only one attack. If the attack
  also has the Auto-Fire Ability (page 62), one “attack” means a single
  Auto-Fire burst.
  The base number of Disability slots are for attacks that take several
  minutes or more to “reload.” If the attack can be “reloaded” with one
  action, the number of Disability slots is reduced by 1 (minimum of 1 slot).
  If the attack can be “reloaded” instantly (an ammunition source is still
  required), the Disability is worth two fewer slots (minimum of 1 slot).
  • LOW PENETRATION
  The attack has an inferior ability to penetrate Armour and Force
  Fields relative to its damage. Examples include shotgun blasts, hollow-
  point bullets, or phased plasma guns. Any Armour or Force Field
  Attribute stops an additional 10 damage. This Disability is incompatible
  with either of the two Penetrating Abilities. GMs must approve Special
  Attacks with multiple assignments of Low Penetration.
  • MELEE
  The attack is only usable against adjacent opponents and may require
  physical contact. An example of a Melee attack is a physical or energy sword
  or a touch that inflicts debilitating effects. Of course, many Melee weapons
  can be thrown as well in desperate situation, but the attack suffers a -4
  attack penalty and the damage is divided in half. The Melee Disability
  cannot be combined with the Long Range Ability or Short Range Disability.
  It is sufficiently limiting that it is equivalent to two Disabilities.
  • NO DAMAGE
  The attack does not deliver ordinary physical damage. This
  Disability is usually only taken if combined with Abilities such as Drain
  (Any), Flare, Incapacitating, Irritant, Linked (Attribute), or Tangle that
  produce effects that do not rely on physical damage. The damage value
  of the attack is used only to rate the effectiveness of these special abilities
  — the greater the damage value, the more effective the attack.
  Characters that use Special Attacks with the No Damage Disability may
  still need to roll to determined the effectiveness of some attack Abilities,
  however.
  • ONLY IN (ENVIRONMENT)
  The attack or weapon can only target objects that are on or in a
  particular limited environment, for example, “only in water”
  (representing a torpedo) or “only in space” (representing a powerful
  weapon that requires a vacuum to work). The environment should not be
  • TARGETED
  The attack inflicts double damage to a specific group of targets and
  normal or no damage to everyone else. Thus, an attack could be good energy
  (double damage to evil creatures), chaos energy (double damage to lawful
  creatures), life energy (double damage to undead creatures), or detrimental
  to a specific race. Targeted counts as one Ability if no damage is delivered to
  non-Targeted opponents, or two Abilities if normal damage is delivered.
  • TRAP
  The attack lays a mine, booby trap, or some other similar device,
  which “sits and waits” until someone triggers it. A successful Spot Skill
  check (DC 10 + Special Attack Rank) will reveal the trap’s presence. The
  Trap Ability can be paired with the Melee Disability (right column) to
  simulate a booby trap that must be carefully planted. Without the Melee
  Disability, the trap can be deployed at a range; a successful attack roll
  indicates that the Trap was fired or tossed into the correct area. 
  • UNDETECTABLE
  Most Special Attacks have a visible component that makes it easy
  for targets to determine who is attacking them. An attack with the
  Undetectable Ability does not provide any indication that it is about to
  strike and cannot be traced back to the attacker using normal methods.
  This may result in the attacker gaining surprise (target is flat-footed). If
  the target knows he or she is under attack, he or she may still defend but
  does not gain his or her Dexterity bonus to AC. This Ability is most often
  associated with non-physical attacks such as ones with the Drain (Any),
  or Mind or Soul Attack Abilities. Undetectable counts as four Abilities.
  • UNIQUE ABILITY
  The attack has some other unspecified Ability that is not listed, and
  is subject to GM approval. Examples can include an attack that alters the
  target’s memories, one that affects the appearance of the target, and
  many more. The number of Ability slots is determined by the GM based
  on the benefit the Unique Ability provides.
  • VAMPIRIC
  This Ability can be added to any attack that causes normal damage
  or one that drains Ability Score values. Upon a successful attack, the lost
  Hit Points or Ability Scores are transferred to the attacker. Vampiric
  counts as two Abilities if the attack can only restore lost Points or Ranks
  (thus, the character could heal him or herself). It counts as three Abilities
  if the attack can increase the character’s Hit Points above their normal
  maximum value (no more than twice normal, however). Finally, it counts
  as four Abilities if it can increase the character’s Ability Scores above their
  normal maximum value). Any values or Points in excess of the user’s
  normal Rank fade at a rate of 10 Hit Points or two Ability Score values
  per hour. This Ability may not be combined with the Area Effect or
  Spreading Abilities. Vampiric costs 2, 3, or 4 Ability slots.
  ATTACK DISABILITIES
  Some, none, or many of these Disabilities may be assigned to a
  Special Attack. The GM may disallow any combination that seems
  inappropriate.
  • BACKBLAST
  The attack produces some sort of backblast or other side effect that
  affects anyone or anything standing directly behind the attacker (within
  5 feet). An example is a rocket launcher that produces a hazardous
  CHAPTER 6:
  ATTRIBUTES
  TABLE 6-3: ATTACK DISABILITIES
  DISBILITY
  # OF SLOTS
  Backblast
  1 or 2
  Drop Shields
  1
  Extra Energy
  1
  Inaccurate
  1
  Internal 
  1
  Limited Shots
  1-3
  Low Penetration
  1
  Melee
  2
  No Damage
  1
  Only In (Environment)
  1 or 2
  DISBILITY
  # OF SLOTS
  Self-Destruct
  4
  Short Range
  1
  Slow
  1-5
  Static
  2
  Stoppable
  1
  Toxic
  1
  Unique Disability
  1
  Unreliable
  1
  Uses Energy
  1 or 2
  Alexzander Knight's
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  67
  • USES ENERGY
  The attack draws upon the user’s personal energy, each attack
  draining 5 Energy Points. This Disability can be taken twice, and, if so,
  it uses 5 Energy Points per Rank. This Disability is not available for
  Magical Powers, which automatically use energy (see the Extra Energy
  Disability instead, page 66).
  SPECIAL DEFENCE
  Cost:
  1 Point/Rank
  Relevant Ability:None
  Progression:
  The character gains 1 Special Defence slot/Rank
  A character with this Attribute is resistant or completely immune
  to a specific type of uncommon ailment or injury, normally one whose
  effects are otherwise insidious in nature. Special Defence can be acquired
  multiple times to represent a character who is resistant or immune to
  different kinds of attacks/events.
  If a category is assigned one slot, the character is partially resistant;
  for two slots, the character has complete or enhanced resistance. For
  ability to survive under harsh physical conditions, see the Adaptation
  Attribute (page 38). Several examples of Special Defences and their
  effects are shown below. The GM and players are encouraged to develop
  their own as well.
  SPECIAL MOVEMENT
  Cost:
  1 Point/Rank
  Relevant Ability:Dexterity
  Progression:
  The character gains 1 type of movement/Rank
  This Attribute is appropriate for characters such as non-humans,
  super martial artists or super ninja who may possess exotic ki-based
  abilities that let them perform unusual stunts like running over water,
  etc. The character may select one special movement ability (from the list
  below) for every Rank of this Attribute. GMs may also develop a selection
  of other special movement abilities. 
  • CAT-LIKE
  The character will take half damage (round down) from most falls
  and always lands on his or her feet.
  • DIMENSION HOP
  Upon a successful Wisdom check against DC 10, the character can
  instantly travel between his or her home dimension to one other
  dimension, such as Asgard, Heaven, Hell, alternate Earth, the astral
  plane (the body is left behind), etc. Each time this method is assigned, the
  character can travel to another single dimension. The GM will determine
  if Dimension Hop is appropriate for his or her campaign.
  • LIGHT-FOOTED
  The character can skim over sand, snow, or ice at full speed.
  • SLITHERING
  The character can slither along the ground at normal
  walking/running speeds. This allows a character to move quickly while
  maintaining a very low profile.
  one that is ubiquitous in the campaign (for example, “only in air” is not
  valid unless a lot of the game action will take place in airless
  environments). If the environment is very rare in the campaign, the GM
  may allow this to count as two Disabilities.
  • SELF-DESTRUCT
  Use of this attack destroys the weapon (characters obviously assign
  this Disability to themselves very rarely). This Disability is usually
  combined with Melee and Area-Effect to represent an explosive self-
  destruct system. It may not be combined with Limited Shots. It counts
  as four Disability slots.
  • SHORT RANGE
  This attack is only usable at fairly close range (effective range of
  about 30 feet). The Short Range Disability cannot be combined with the
  Long Range Ability or the Melee Disability.
  • SLOW
  The attacker must use one combat action to aim, charge, chant an
  incantation, load the weapon, or perform some other necessary activity
  before each attack. Someone with the Extra Attacks Attribute (see page
  47) can use one of his or her extra actions to prepare the attack rather
  than wasting the entire round. The Slow Disability can be taken more
  than once to represent an attack that takes even longer to initiate.
  Assigning it twice increases the time to three rounds; three assignments
  increases the time to 10 rounds (about a minute); four increases the time
  to two-six hours; five increases the preparation to days. This Disability
  may not be used with the Linked (Attack) Ability.
  • STATIC
  The attack cannot be used while the character is moving (or if a
  mecha weapon, while the mecha is moving under its own power). This could
  be due to a need for precise aim or total concentration. The weapon might
  also require all power to be diverted to its energy supply, or might be static
  because of recoil, or another reason. The character is considered flat-footed
  while preparing to fire the attack. Static is worth two Disabilities.
  • STOPPABLE
  The attack fires a projectile or energy bolt that is massive or slow
  enough to be shot down and does not reach the target until Initiative zero.
  Consequently, the attack can be stopped in mid-flight. A cannon shell
  would probably not qualify, but a missile or plasma-ball might. Anyone
  with an unused combat attack action during the same round may make a
  ranged attack against the projectile. To stop the attack, a successful hit (or
  hits) must deliver at least 3 damage for every 1d8 of damage of the attack.
  Stoppable may not be combined with the Melee Disability. Stoppable may
  be purchased more than once to reflect an attack that takes even longer to
  reach the target. Assigning Stoppable twice increases the time to reach the
  target to two rounds; each further assignment doubles the transit time.
  Slow moving missiles and plasma bolts are examples of attacks that might
  have Stoppable two or three times.
  • TOXIC
  The attack is a gas, toxin, biological weapon, sound, radiation, or
  other harmful effect that only damages living things. Non-living material
  (such as most mecha) or characters who have the appropriate Adaptation
  or Special Defence Attributes are immune to its effects.
  • UNIQUE DISABILITY
  The attack has some other unspecified limitation, which is subject
  to GM approval. Examples could include a weapon that fires in a random
  direction, one that is extremely costly to operate, an attack that drains
  Hit Points from the user, etc.
  • UNRELIABLE
  Any time this attack is used and the attack roll is an unmodified (or
  “natural”) 1, the attack fails to take place and the weapon or ability either
  burns out, jams, overheats, or otherwise malfunctions. The Special Attack
  will not work again until some condition is fulfilled. For example,
  repairing a mecha weapon requires a skilled individual to make a
  successful Intelligence check (one attempt each round), and while the
  character is making repairs, he or she cannot carry out other activities.
  The same could apply to a magical attack with a Intelligence check
  needed to remember the correct words. Other remedies might be
  appropriate for recovering different attacks (for example, a dragon whose
  breath weapon has “burned out” might have to eat a hearty meal first).
  CHAPTER 6:
  ATTRIBUTES
  TABLE 6-4: SPECIAL DEFENCE
  Effect
  1 Slot
  2 Slots
  Ageing
  Ages slowly
  Does not age
  Air/Oxygen to Breathe
  Survive in low-oxygen environment
  Does not breathe
  Disease
  Half damage or effect
  Immune
  Hunger
  Need to eat once every 2-4 days
  Never need to eat
  One Type of Magic
  +3 Defence and saves
  +6 Defence and saves
  Pain
  Unwanted sensation is reduced
  No pain is felt
  Poison
  Half damage or effect
  Immune
  Sleep
  Sleep once every 3-7 days
  Never need to sleep
  Specific Attack Ability
  +3 Defence and saves
  +6 Defence and saves
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  ATTRIBUTES
  SPIRIT WARD
  Cost:
  1 Point/Rank
  Relevant Ability:Wisdom
  Progression:
  The character’s Spirit Ward inflicts 1d8 damage/Rank; targets
  suffer a -1 Will save penalty/Rank.
  A character with this Attribute can create potent spirit wards
  against demons, ghosts, or other supernatural spirits. This might only be
  possible at an appropriate holy place such as a shrine, temple, or church;
  this is up to the GM. A supernatural entity cannot pass through a
  doorway, window, or other portal with a ward on it unless the entity
  expends great effort (spending 5 Energy Points per Rank of the ward and
  making a successful Will Save against DC 15 plus the Rank of the ward).
  Repeated attempts are possible as long as the creature still has Energy
  Points to spend. If the entity does pass through, the spirit ward might
  burst into flame or otherwise vanish, its power overcome by the intruder.
  If a supernatural entity is struck with a spirit ward (this requires a
  successful attack in combat), it suffers 1d8 damage per Rank of the ward
  for every round the ward is in contact with it. If a Spirit Ward is placed
  on a person who is possessed by or under the Mind Control of a
  supernatural entity, the controlled character receives a chance to break
  free (see Mind Control, page 53).
  SUPERSTRENGTH
  Cost:
  4 Points/Rank
  Relevant Ability:Strength
  Progression:
  The character’s Strength is increased by 8/Rank
  While Enhanced [Ability] (see page 46) allows players to increase
  their character’s Ability Scores, it is somewhat limiting to superstrong
  characters and mecha. Anime heroes and giant monsters are will known
  for possessing strength well beyond mortal limits. Such characters possess
  the Superstrength Attribute.
  SWARM
  Cost:
  2 Points/Rank
  Relevant Ability:Constitution
  Progression:
  The character can transform into 1 critter/Rank for every
  current Hit Point
  A character with this Attribute can transform into a swarm of small
  creatures: rats, bats, wasps, crows or other creatures or things (such as
  tiny attack robots). Anime vampires or demons most often possess this
  dramatic ability. 
  The type of swarm must be determined during character creation.
  The character can create one critter from his or her body for every current
  Hit Point multiplied by the Rank in this Attribute. Thus, a character
  with 50 current Hit Points who has Swarm at Rank 4 could transform
  into a mass of 200 creatures (50 x 4 = 200).
  When transformed into a swarm, the character cannot use any of
  his or her existing Attributes or Skills. The actions of the swarm are
  basically limited to three options: move, observe, and attack.
  Additionally, all the critters of the swarm must remain within close
  proximity of each other (within a radius of 10 feet per Rank).
  A swarm’s Base Attack Bonus is equal to its Attribute Rank + 4.
  It inflicts 1 damage for every 10 critters (round up; minimum one
  damage) in the swarm. A swarm has zero Energy Points, but does not fall
  unconscious as a normal character would. In many instances, the Armour
  and Force Field Attributes will protect the target character from all
  damage, since the Attributes stop sufficient damage from each critter
  attack. Against some critters, even regular clothing may be enough to
  stop some or all damage. Each situation will be different; the GM must
  determine how much damage, if any, will penetrate the target’s defences.
  A swarm can be attacked normally, and each creature in it dies if it
  is hit (no Defence roll is allowed). Unless an opponent is using an attack
  with the Area Effect or Spreading Abilities (see page 62 and 65), however,
  only a single member of the swarm can be killed per attack (GM’s
  discretion). Consequently, a swarm of 200 creatures requires 200 attacks
  • SWINGING/BRACHIATING
  The character can swing through forests and cities (areas with
  natural or artificial structures above swinging height) using
  vines/ropes/webbing or simply his or her arms.
  • UNTRACKABLE
  The character never leaves footprints, tracks, or a scent when he or
  she walks or runs.
  • WALL-BOUNCING
  The character can move at regular walking speed without touching
  the ground by bounding back and forth between nearby vertical surfaces
  (walls). For example, he or she can proceed down hallways or climb an
  alleyway between two buildings (bouncing from wall to wall).
  • WALL-CRAWLING
  The character can cling to walls or ceilings as though they were on
  the ground or floor. This counts as two Special Movement abilities.
  • WATER-WALKING
  The character can run over water as if he or she were on land. This
  counts as two Special Movement abilities.
  • ZEN DIRECTION
  When the character opens his or her mind to the natural world, he
  or she will always move in the “right” direction. The “right” direction is
  not always the desired direction, however.
  SPEED
  Cost:
  2 Points/Rank
  Relevant Ability:Dexterity
  Progression:
  Descriptive; see below
  A character with Speed can move much faster than a normal
  character, as well as perceive the world at an increased pace. In an anime
  game, a fast-moving character can still interact with the world. This
  means that the character will not run into buildings along city streets
  because he or she can perceive them early enough and make sharp turns
  to avoid them. Fast characters can also read books quickly, write at
  incredible speeds, and perform normal chores and activities at enhanced
  rates. In addition to gaining +2 Initiative at each Rank, the character is
  harder to hit when moving quickly due to the incredible speed at which
  the character is moving. For more information about Speed and its
  influence on combat, see page 119.
  Many characters with Speed will also possess one or more Ranks in
  the following Attributes: Improved Initiative Feat and Extra Attacks,
  Extra Defences, Heightened Awareness, Massive Damage, Regeneration,
  and Special Movement Attributes.
  RANK 1 The character can move at speeds up to 50 mph, and gains +2
  Initiative.
  RANK 2 The character can move at speeds up to 100 mph, and gains
  +4 Initiative. 
  RANK 3 The character can move at speeds up to 200 mph, and gains
  +6 Initiative.
  RANK 4 The character can move at speeds up to 400 mph, and gains
  +8 Initiative.
  RANK 5 The character can move at speeds up to 800 mph, and gains
  +10 Initiative.
  RANK 6 The character can move at speeds up to 1,600 mph, and gains
  +12 Initiative.
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  Telekinesis, the subject should be allowed a Strength check against DC
  10 + 1 per Telekinesis Rank to retain the weapon. If a character wishes
  to fly at speed exceeding 30 feet/round, he or she needs Flight (page 47)
  rather than Telekinesis.
  Ordinary Telekinesis (capable of lifting anything physical, but not
  forms of energy) costs 4 Points/Rank. At a cost of only 2 Point/Rank, the
  character may have a more focused Telekinesis.
  This restricts the character to telekinetically
  moving (or sculpting) a particular type of
  matter. Some examples are given below.
  • AIR
  The character can only move air (or other gases). A
  cubic yard of air weighs about 2.1 pounds. Enough air to fill
  a roughly 10’ x 10’ x 10’ room weighs 75 pounds.
  • EARTH
  The character can only move dirt,
  rock, stone, sand, etc. He or she cannot
  affect treated metals. A cubic yard of
  packed dirt masses about 2 tons; the
  same mass of concrete weighs about
  2.5 tons, while a cubic yard of solid
  granite weights about 2.7 tons.
  • FIRE
  The character can only affect flames of an
  existing fire, or can possibly start them with his
  or her mind as well (GM’s discretion). Since fire
  does not have mass, the Rank indicates the
  size of the flames that can be controlled and
  manipulated: small fires at Rank 1 (like a
  candle or match flame), up to raging
  infernos that cover several city blocks at
  Rank 6.
  • METAL
  The character’s Telekinesis
  only works on metal. This may
  be a mystical limitation, or it
  may be the character’s power
  is actually based on
  magnetics. A cubic yard
  of steel weighs about 8
  tons.
  • WATER
  The character can
  lift and move water. A
  cubic yard of water weights
  about 1700 lbs. (close to
  a ton). A gallon of
  water weights about 8
  pounds. 
  • WOOD
  The character’s power only works on wood (living or dead). This
  ability is usually mystical in nature and common to nature priests and
  spirits. A cubic yard of wood weighs less than a ton.
  to be completely destroyed. Attacks with the Spreading Ability can affect
  multiple critters at a time, while attacks with the Area Effect Ability can
  be devastating to the swarm.
  A character who dissolved into a swarm may choose to use an action
  to revert into normal form. To accomplish this, all available critters in the
  swarm (those not killed or trapped) must join together. Transforming
  back to normal form requires a character’s action for that round, but
  does not cost any Energy Points. The character will return to
  normal form with Hit Points equal to the number of critters that
  recombined divided by the Swarm Attribute Rank (round
  down). For example, if a character with 50 current Hit Points
  and Swarm at Rank 4 divided into 200 creatures, and
  after a battle, recombined with only 130 available
  critters, the character would then have a current
  total of 32 Hit Points (130 ÷ 4=32).
  TELEKINESIS
  Cost:
  2 or 4 Points/Rank
  Relevant Ability:Intelligence 
  Progression:
  Descriptive; see below
  The character can
  concentrate on an object and
  move it without physically
  touching it. Telekinesis may
  represent psionic ability, magic,
  or some form of tractor beam.
  Characters with the ability to
  magically control a particular
  element (Earth, Water, etc.)
  may also use Telekinesis to
  represent their particular ability.
  A character using
  Telekinesis can lift an object
  or group of adjacent objects
  and move it at walking speed
  (30 feet/round) or manipulate it with
  the dexterity of a human hand. Telekinesis works over a
  close distance (up to about 15 feet) at full strength;
  effective strength declines by one Rank if used within
  a short range (up to 50 feet), or by two Ranks if used
  at medium range (up to 500 feet). Ranges multiply
  by 1,000 in space. The weight that a character can
  lift depends on his or her Rank, as does the degree
  of fine motor control.
  The character can also levitate an object
  (or group of objects) and have it strike
  another person as if it were a short-ranged
  thrown weapon. The weight Telekinesis can
  lift is reduced by a factor of 10 when
  throwing an object hard enough to inflict
  damage. For example, a character with Rank
  5 could lift up to 10 tons but could only throw
  objects weighing up to 1 ton. This is treated as
  a normal attack and thus can be negated by
  a successful defence roll. Damage depends
  on the weight of the object hurled: 1d4
  damage for an object weighing up to 2
  pounds, 1d8 damage for up to 20
  pounds, 2d8 damage for one up to 200
  pounds, 3d8 damage for one up to one ton, and so on. The same damage
  applies to the object being hurled. If Telekinesis is used to directly crush
  or constrict a target, damage delivered equals 2 Points/Rank.
  A character who uses Telekinesis to grab another person and throw
  him or her uses the same procedure, but this requires a successful Power
  Usage: Telekinesis Skill check against a DC equal to the target’s defence
  roll. Accurately tossing an opponent so that he or she hits another target
  requires a successful to hit roll. If attempting to disarm a character with
  RANK 1 The character can lift up to 2 lbs.
  RANK 2 The character can lift up to 20 lbs.
  RANK 3 The character can lift up to 200 lbs. (a person).
  RANK 4 The character can lift up to 1 ton (a car).
  RANK 5 The character can lift up to 10 tons (a large truck).
  RANK 6 The character can lift up to 100 tons (a small spaceship or house).
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  TELEPORT
  Cost:
  5 Points/Rank
  Relevant Ability:Intelligence
  Progression:
  Descriptive; see below
  Teleport enables the character to transport him or herself instantly
  from place to place without crossing the intervening space. It is a
  common ability for psionic anime characters and not unusual for sorcerers
  and various superhumans.
  Teleporting is only possible if the character has visited the intended
  destination or can clearly see or otherwise sense the destination (possibly
  through the Heightened Senses or Sixth Sense Attributes). The GM may
  allow characters to teleport to unknown destinations (such as “100 yards
  up” or “to the other side of the door”), perhaps for an additional 1 or 2
  Character Points total. Accidentally teleporting into a solid object may be
  fatal or simply cause a failed teleport at the GM’s option. A character can
  carry anything while teleporting that he or she could normally carry.
  Teleporting is much quicker than any other means of travel (Flight,
  Space Flight, etc.), however, it is often risky. A Power Usage: Teleport
  Skill check against DC 15 should be required to perform a teleport
  beyond a “safe” distance. Failure means the character ends up in the
  wrong place (GM option) and his or her power “burns out” or
  “malfunctions” for hours or days.
  When Teleport is first assigned, the GM may ask the player to decide
  if velocity (speed and direction) is conserved during travel. Alternatively,
  the character might adapt velocity to each Teleport individually. In many
  campaigns, the effects of velocity will simply be ignored.
  TRAIN A CUTE MONSTER
  Cost:
  1 Point/Rank
  Relevant Ability:Wisdom
  Progression:
  The character gains 1 trainer technique/Rank
  A character with Train a Cute Monster is experienced in the arts
  and sciences of pet monster instruction and fighting. Through painful
  experience, mostly on the part of the pets, the trainer learned to
  TELEPATHY
  Cost:
  1-3 Points/Rank
  Relevant Ability:Intelligence
  Progression:
  Descriptive; see below
  Telepathy is the classic psionic ability, and anime characters with
  ESP will often possess it. Versions of telepathy may also represent other
  magical capabilities; demons who can tempt their victims often possess
  Telepathy, for example.
  Telepathy costs 1 Point/Rank if its utility is quite restricted (for
  example, “only works with canines” or “only with close friends”). It costs
  2 Points/Rank if its utility is somewhat restricted (for example, “only
  with humans” or “only with beasts”). It costs 3 Points/Rank if it has
  universal utility.
  This Attribute allows the character to read and transmit thoughts,
  and at higher Ranks, to actually “invade” a person’s mind and probe their
  memories or alter their thoughts. Telepathy normally works only if a
  subject is in sight, or can be otherwise perceived (touched, heard, etc.). If
  the subject is beyond normal perceptions, mental invasion is impossible,
  while transmitting thoughts, reading surface thoughts or sharing the
  subject’s sensory impressions only works if that particular subject is
  someone the character is close to, such as a parent, sibling, long-term co-
  worker, close friend, or lover.
  A subject cannot detect a telepath reading thoughts or sensory
  impressions unless he or she has the Telepathy or Mind Shield Attribute
  at an equal or higher Rank. If so, he or she can choose to block the
  telepath (or attempt to block it with the Mind Shield), in which case the
  only way to get through is via mental invasion. A subject will always be
  aware of a mental invasion (although a non-telepath may not understand
  exactly what is going on). See the Mind Combat rules (page 123) in
  Chapter 12: Combat for details of mental invasions.
  CHAPTER 6:
  ATTRIBUTES
  RANK 1 The character can, by concentrating, use mind reading to pick
  up the “loud” surface thoughts of a particular subject. A “loud”
  thought is something about which the subject is thinking hard
  or that has a very strong emotional content. The character can
  also transmit a single feeling, such as “fear” or “love” to
  another person.
  RANK 2 The character can, by concentrating, use mind reading to pick
  up the ordinary surface thoughts of a particular subject. The
  character can only read what a person is actually thinking at the
  time. Two telepaths can communicate with one another at
  conversational speeds by reading each other’s thoughts. The
  character can also transmit a word, simple image, or simple
  concept (like “flower” or a person’s face) to a non-telepath on
  which he or she concentrates. It requires an entire round of
  concentration to convey one concept, which makes telepath to
  non-telepath communication slow.
  RANK 3 The character can, by concentrating, pick up a single subject’s
  surface thoughts and sensory impressions (i.e., see through a
  subject’s eyes, feel what he or she feels, etc.). The character can
  choose to edit out some senses if desired. Alternatively, the
  character can concentrate and read “loud” surface thoughts
  from 2-6 people. The character can transmit sub-vocalised
  speech to a single non-telepath at normal conversational speeds
  or send a single powerful image or word to 2-6 people.
  RANK 4 The character has the same capabilities as at Rank 3 Telepathy.
  In addition, he or she can invade another person’s mind. This
  counts as an attack, and if the subject is unwilling or unaware,
  the character will enter Mind Combat with him or her (see page
  123). If the subject is willing or loses the mental combat, the
  telepath can probe his or her memory for information he or she
  needs. The character will also instinctively read “loud” surface
  thoughts of anyone he or she touches (unless deliberately
  blocking the ability) without any need for concentration. The
  character can transmit thoughts at conversational speeds to 2-6
  people at a time, simultaneously.
  RANK 5 The character has the same capabilities as Rank 4 Telepathy,
  except that he or she can read “loud” surface thoughts of
  anyone in the general vicinity without any need for concentration,
  unless deliberately blocking the ability. A successful mental
  invasion can even probe memories that the subject can no
  longer consciously remember. The character can transmit
  thoughts at conversational speeds to 7-20 people at a time,
  simultaneously.
  RANK 6 The character has the same capabilities as Rank 5 Telepathy. He
  or she automatically reads the surface thoughts of everyone in
  the vicinity and automatically shares the sensory experiences of
  anyone he or she is actually touching without any need for
  concentration, unless he or she deliberately tries to block this
  ability. The character can transmit thoughts at conversational
  speeds to 21-50 people at a time, simultaneously. If the
  character succeeds with a mental invasion, he or she may not
  only probe memories but may also alter them, deleting existing
  memories or giving the subject false ones.
  RANK 1 The maximum teleportation distance is 1 miles, while the safe
  distance is 30 feet.
  RANK 2 The maximum teleportation distance is 10 miles, while the safe
  distance is 300 feet.
  RANK 3 The maximum teleportation distance is 1,000 miles, while the
  safe distance is 1 mile.
  RANK 4 The maximum teleportation distance is 10,000 miles, while the
  safe distance is 10 miles.
  RANK 5 The maximum teleportation distance is 100,000 miles, while the
  safe distance is 100 miles.
  RANK 6 The maximum teleportation distance is 1,000,000 miles, while
  the safe distance is 1,000 miles.
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  ATTRIBUTES
  adds a temporary +2 to the monster’s Base Attack Bonus and a +2
  bonus to defence checks (this lasts for one round) or restores all of the
  monster’s lost Hit Points. The character can repeat the expenditure every
  round, to continue giving the monster a bonus.
  • INSTIL DISCIPLINE
  The character is especially good at making his or her monsters obey
  orders and resist their natural urges. Instilling discipline takes a one-hour
  training session and costs the trainer and monster 4 Energy Points each.
  The effects last for 24 hours, minus one hour times the Wisdom of the
  disciplined monster (24-[1hr x Wisdom] = hours). A disciplined pet will
  be cautious during fighting, and will not lose control or expose itself
  recklessly. It receives a +1 defence check bonus.
  • INSTIL FEROCITY
  The trainer can instil the fighting spirit in his or her monster
  and teach it to go for the jugular. This technique takes a one-
  hour training session and costs the trainer and monster 4
  Energy Points each. The effects last for (4 + the
  monster’s Wisdom) hours. A ferocious monster
  receives a +1 bonus to its Base Attack Bonus. It
  is also likely to be bad tempered, and
  may snap at or otherwise harass
  anyone nearby. A trainer can
  Instil Ferocity against a
  specific opponent
  (such as type of
  monster) — this
  r e q u i r e s
  a p p r o p r i a t e
  training aids (such
  as a picture or
  look-alike doll).
  This doubles the
  normal bonus, but only
  against that target; the monster does not
  gain an attack bonus against any other
  opponent. This option is useful if the trainer
  has a good idea who his or her monster will face.
  • MONSTER TACTICS
  The character has carefully studied cute
  monsters in battle. He or she understands which attack
  to use for the greatest effect, when to order a finishing blow
  at the right moment, and when to sound the retreat. The
  trouble is, it is the monster fighting, not the character. If the
  character is supervising the duel, however, and is in a position
  to shout orders, then his or her monsters receives a +4 bonus on
  their Initiative rolls through the battle. This can be used in
  conjunction with Inspire Monster.
  • NURSE MONSTER
  The character is a natural monster physician. As long as the
  monster is under his or her tender care, it heals Hit Points three
  times faster then it would otherwise. If the character also has Feed
  Monster, the monster heals five times as quickly as it would
  otherwise.
  • STAT MASTER
  The character possesses an encyclopaedic knowledge of other
  trainers, as well as teams and monster dojo (if they exist). The character
  keeps track of who they are, how they Rank in any league or
  organisation, and what pet monsters they possess. The GM may
  require a Intelligence check (DC 20) to see if the trainer knows
  anything about someone specifically.
  effectively control the creatures in battle and to properly care for their
  needs in daily life. Only characters with the Pet Monster Attribute may
  take Train a Cute Monster. Each Rank of Train a Cute Monster gives the
  character one trainer technique.
  • ANALYSE MONSTER
  The character can identify all
  commonly known species of pet
  monster. He or she also receives a +2
  bonus to any Intelligence check (DC
  20 to 25) required to identify rare
  types or newly evolved versions of
  existing species. He or she can
  judge another monster’s Base
  Attack Bonus, remaining Hit
  Points and elemental association from
  its size, species, attitude, apparent health,
  and even posture, without seeing it
  actually fight.
  • BATTLE MOTTO
  T h e  c h a r a c t e r  h a s
  mastered the hideous rhyming
  battle motto. If chanted
  within listening range of
  an opposing trainer just
  prior to a duel, it fills
  t h e  m o t t o - u s i n g
  character with pride
  while simultaneously
  revolting, boring and/or
  irritating his or her
  enemy. The opposing
  trainer loses 4 Energy
  P o i n t s ,  w h i c h  a r e
  immediately transferred to the
  motto-using character for the
  duration of the encounter. Note that if two trainers
  have mottoes, the effects cancel each other out; a
  motto can only be used once in a particular
  encounter.
  • BREED MONSTER
  This is the ability to breed two
  monsters together that do not normally
  mate, and have them produce viable offspring.
  The GM may require a Wisdom check, with a DC
  determined by the strangeness of the combination (usually 15 to
  20). On a successful roll, the union of the two monsters is a positive,
  viable hybrid. On a very bad roll something goes hideously
  wrong — they start fighting each other, or they mate, but the
  resulting offspring is a horrifying menace.
  • FEED MONSTER
  The character knows exactly what to feed his or her
  monsters to ensure they have a properly balanced diet. As
  long as the character can supervise his or her monster’s
  nutrition (which takes a half-hour per creature per day) the
  monsters will be healthier and happier. They will not catch
  diseases and will recover lost Hit Points and Energy Points twice
  as fast as normal. The GM can require characters to devote time
  to finding special food, vitamins, or ingredients.
  • INSPIRE MONSTER
  The trainer is especially good at inspiring his or her monster in
  combat through shouts of encouragement, cheerleading, yelling
  “banzai!” and other energetic techniques. At the start of any combat
  round the trainer can spend 4 of his or her own Energy Points. This either
  Alexzander Knight's
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  72
  devices. Unless the GM decides otherwise, Transmutation is only able to
  make objects that could be classified as Personal Gear; it cannot create
  Items of Power. When attempting to transmute an Item of Power, the
  character suffers a penalty to the Intelligence Ability check of -2 for each
  Rank of the Item of Power.
  TUNNELLING
  Cost:
  2 Points/Rank
  Relevant Ability:None
  Progression:
  Descriptive; see below
  The Tunnelling Attribute allows a character to move earth and/or
  burrow underground. Tunnelling assumes that the character is going
  through sand or packed earth; boring through solid rock is one Rank slower.
  The tunnel the character leaves behind will either be permanent or will
  collapse immediately (must be specified during creation of each tunnel).
  UNIQUE ATTRIBUTE
  Cost:
  1-5 Points/Rank
  Relevant Ability:Varies
  Progression:
  Descriptive; see below
  This Attribute covers any abilities not detailed in the rules. Often a
  single Point is sufficient to give the character “flavour,” but more Points can
  be allocated to enhance the effects on game play and must be added if the
  Attribute would be of considerable benefit. Discuss the Attribute with the
  GM to determine what specific game effects the Attribute possesses. 
  The GM should assign a Point cost per Rank based on how the
  Attribute compares to other Attributes and how useful it is. In general,
  an Attribute that is somewhat useful in the game should cost 1
  Point/Rank, one that is very useful should cost 2-3 Points/Rank, and one
  that is extremely useful should cost 4-5 Points/Rank (or more).
  TRANSMUTATION
  Cost:
  3-5 Points/Rank
  Relevant Ability:Intelligence
  Progression:
  Descriptive; see below
  This Attribute allows a character to transmute one non-living object
  (or set of connected objects) into another, or even create them an object
  from nothing. Transmutation costs 5 Points/Rank if the character can
  transmute any object into another (within the limits of his or her Rank). It
  costs 4 Points/Rank if the character can only transmute (to or from) a
  general class of objects such as “metal,” “weapons,” “clothing,” or “food.”
  It also costs 4 Points/Rank if the character can only transmute one object
  to another of similar mass; the types of objects are unrestricted. The cost is
  3 Points/Rank if the character is limited to a transmutation within a
  specific category and of similar mass, such as “regular clothes to battle
  costume,” “lead to gold,” or “spoiled food to edible food.” Finally, if the
  character can only create objects in one of the above categories, but not
  transmute one object to another, the cost is reduced by 1 Point/Rank. The
  GM may restrict any categories that seem overly broad or too powerful.
  The character cannot transmute material into new objects outside
  the character’s experience. The character could transmute a weapon into a
  book, painting or videotape, but the content must be something with
  which he or she was already familiar. Likewise, a character who had no
  familiarity with computers could not transmute a television into one using
  Transmutation. The GM may choose to require a Intelligence Ability check
  (or relevant Skill check) if the character attempts a particularly complex
  transmutation. Failure may indicate the new object does not function
  properly; this is especially applicable when creating complex technological
  CHAPTER 6:
  ATTRIBUTES
  RANK 1 Can transmute objects into other related ones as long as the
  mass remains about the same. For example, it could transmute
  a TV into a VCR, a suit into a dress, or make spoiled food edible
  again. The power’s effectiveness is limited to transmuting items
  into mundane items of Personal Gear.
  RANK 2 As Rank 1, but it extends to minor items of Personal Gear.
  RANK 3 As Rank 2, but it extends to major Items of Personal Gear.
  RANK 4 As Rank 3, but the character can transform unrelated objects
  that are only very loosely related. For example, he or she can
  transform a metal clock into a gun (as both have metal in them)
  or a lump of coal into a diamond (both are carbon) but not a pair
  of boots into a gun or lead into gold (different elements).
  RANK 5 As Rank 3, but the character can transform objects that are not
  related, as long as they have the same general mass. He or she
  could turn a lump of coal into a golden crown, for example.
  RANK 6 As Rank 3, but the character can transform unrelated objects of
  drastically different relative weights (up to 100 fold). For example,
  he or she could transmute a big pumpkin into a stagecoach.
  RANK 1 The character tunnels very slowly, similar to the tunnelling speed
  of ten men with shovels.
  RANK 2 The character tunnels slowly, similar to the tunnelling speed of a
  bulldozer.
  RANK 3 The character tunnels at a snail’s pace (up to 60 feet per minute).
  RANK 4 The character tunnels at a walking speed (up to 10 mph).
  RANK 5 The character tunnels at slow vehicle speeds (up to 50 mph).
  RANK 6 The character tunnels at fast vehicle speeds (up to 100 mph).
  RANK 1 The Attribute has little character or game effect.
  RANK 2 The Attribute has a moderate character or game effect.
  RANK 3 The Attribute has a large character or game effect.
  RANK 4 The Attribute has a major character or game effect.
  RANK 5 The Attribute has an extreme effect on the character or game.
  RANK 6 The Attribute has a primal effect on the character or game.
  Alexzander Knight's
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  73
  UNKNOWN SUPERHUMAN POWER
  Cost:
  Variable
  Relevant Ability:Variable
  Progression:
  Variable
  In some campaigns, the characters may be unaware of their
  superhuman abilities until they manifest at crucial moments. To represent
  this, the player can allocate some Points to Unknown Superhuman Power
  when creating the character. The player does not purchase Ranks in this
  Attribute — he or she simply spends a selected amount of Character
  Points. The GM takes those Points and adds a bonus of 50% (rounding
  up) and uses them to assign other Attributes to the character. The GM
  does not tell the player which Attributes have been assigned; they are
  revealed to the player (and character) as the game unfolds and the powers
  manifest. GMs are encouraged to reveal the character’s powers slowly and
  when it is appropriate for the campaign’s story. The GM should never feel
  pressured to tell the player what his or her character’s unknown
  Attributes are before the time is right.
  WATER SPEED
  Cost:
  2 Points/Rank
  Relevant Ability:None
  Progression:
  Descriptive; see below
  A character with Water Speed can float and travel on or under
  water. The character can swim on the surface at high speeds and dive
  underwater for brief periods by holding his or her breath, or indefinitely
  if he or she has the Adaptation (Underwater) Attribute. To survive the
  pressure associated with deep diving, the Adaptation (Pressure) Attribute
  must also be assigned. Also, depending on the speed at which the
  character is moving, opponents may suffer a penalty to hit the character
  (see Attacking Moving Targets, page 119). A character without Water
  Speed can still swim but much more slowly (about 2 mph).
  WEALTH
  Cost:
  3 Points/Rank
  Relevant Ability:None
  Progression:
  Descriptive; see below
  The character is more financially stable (“liquid”) than an average
  person. This will allow him or her to easily acquire commercially available
  goods, and bribe or hire people. Note that hirelings that are intensely
  loyal to the character should still be acquired through Flunkies or the
  Servant Attributes. The character can be assumed to have non-liquid
  assets (like houses or real estate) commensurate with his or her wealth. In
  order to have access to things that are difficult to acquire without special
  licenses, or which are illegal, he or she should still take Organisational
  Ties, Own a Big Mecha, or Personal Gear Attributes.
  CHAPTER 6:
  ATTRIBUTES
  RANK 1 The character is as fast as a slow fish or rowboat (up to 10 mph).
  RANK 2 The character is as fast as a swift fish or yacht (up to 20 mph).
  RANK 3 The character is as fast as a modern steamship (up to 40 mph).
  RANK 4 The character is as fast as a speedboat (up to 80 mph).
  RANK 5 The character is as fast as a hydrofoil (up to 160 mph).
  RANK 6 The character is faster than any fish or watercraft (to 320 mph).
  RANK 1 The character is well off. In a modern-day setting, he or she has
  assets totalling about $500,000.
  RANK 2 The character is wealthy. In a modern day setting, he or she has
  assets totalling about $1,000,000.
  RANK 3 The character is rich. In a modern day setting, he or she has
  assets totalling a about $10 million.
  RANK 4 The character is very rich. In a modern day setting, he or she
  has assets totalling about $100 million.
  RANK 5 The character is extremely rich. In a modern day setting, he or
  she has assets totalling about $1 billion.
  RANK 6 The character is fantastically rich. In a modern day setting, he or
  she has assets totalling about a $10 billion.
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  74
  select the one most appropriate to the circumstances. For example, the
  Pilot Skill has the Relevant Ability: Intelligence or Dexterity. When a
  character attempts to pilot a large cruise ship, the GM should require a
  Skill check using the Intelligence modifier — the character’s knowledge
  of the boat’s controls are more important when driving such a massive
  ship. When the character hops into a small ski boat, however, his or her
  Dexterity is more important and thus the GM should require a Skill
  check using the Dexterity modifier instead of the Intelligence Modifier.
  SPECIALISATIONS (OPTIONAL RULE)
  A selection of Specialisations is provided. When a character gains a
  new Skill, he or she may select one Specialisation for free. Any time the
  character makes a Skill check (a character attempting to balance on a thin
  wire using Balance (Tightrope), for example), the character gains a +1
  bonus to his or her Skill check. With GM permission, players may select
  a Specialisation that is not listed if it fits with their character concept.
  Also, GMs may allow characters to gain two additional Specialisations for
  a particular Skill by paying the normal cost associated with gaining a
  Rank in that Skill.
  DESCRIPTION
  The Skill name line is followed by a general description of what
  using the Skill represents.
  STEP 7: SELECT SKILLS
  The following outlines the rules for using Skills in BESM d20. See
  the Player’s Handbook for the rules for acquiring Skill Ranks.
  SKILL POINTS AND SKILL RANKS
  Characters have a number of Skill Points based on their class Levels,
  as outlined in the class descriptions. Depending on a character’s class,
  some Skills are “class Skills” and some Skills are “cross-class Skills.” For
  non-combat Skills, cross-class Skills require 2 Skill Points per Rank while
  class Skills require 1 Skill Point per Rank. For combat Skills, the cost is
  tripled to 6 and 3 Skill Points, respectively. 
  If the GM desires, the maximum number of Ranks a character can
  have in a class Skill is equal to that character’s Level +3 (a common limit
  in many d20 System games). The maximum Rank a character can have
  in a cross-class Skill is half that number (round down). Optionally, the
  GM can add the Skill’s relevant Ability Score modifier to this maximum
  Skill Rank for the character. Of course, the Game Master can also ignore
  these limitations (and possibly develop his or her own Skill Rank
  maximums).
  USING SKILLS
  When a character uses a Skill, the character makes a Skill check to
  see how well the character performs the action. The higher the result on
  the character’s Skill check, the more successful the attempt. Based on the
  circumstances, the character’s result must match or exceed a particular
  number (called a DC, or Difficulty Class) to use the Skill successfully. The
  harder the task, the higher the number the character needs to roll.
  For more information on Skill checks, see Chapter 12: Combat
  (page 110).
  SKILL DESCRIPTION FORMAT
  RELEVANT ABILITY
  This is the Ability modifier that most often applies to the Skill
  check. If two (or more) Abilities are listed, it indicates that different
  Abilities may be relevant, depending on the situation. The GM should
  CHAPTER 7:
  SKILLS
  TABLE 7-1: CLASS AND CROSS CLASS SKILLS
  Dynamic Giant
  Gun
  Hot Magical Martial Mecha
  Pet Monster
  Sentai
  Tech
  Adventurer Sorcerer Robot Bunny Rod
  Girl
  Artist
  Pilot
  Ninja
  Trainer Samurai Member Shapechanger Student Genius
  Balance
  •
  x
  x
  •
  x
  •
  •
  x
  •
  x
  x
  •
  •
  x
  x
  Bluff
  •
  x
  x
  • •
  x
  x
  x
  •
  x
  x
  x
  •
  x
  x
  Climb  . . . . . . . . . . . . . . . . . . . .•  . . . . . . . . . x  . . . . . . . x . . . . . .•  . . . . x . . . . . . x  . . . . . .• . . . . . . . x . . . . . .•  . . . . . . x  . . . . . . . . x  . . . . . . . . x  . . . . . . . . . . . x  . . . . . . . . . . . x . . . . . . . x
  Computer Use
  •
  x
  •
  x
  x
  x
  x
  •
  x
  x
  x
  x
  x
  •
  •
  Concentration
  •
  •
  x
  x
  x
  x
  x
  x
  x
  x
  x
  x
  x
  x
  x
  Controlled Breathing . . . . . . . . .•  . . . . . . . . . x  . . . . . . . x . . . . . . . x  . . . . . x . . . . . . x  . . . . . .• . . . . . . . x . . . . . .•  . . . . . . x  . . . . . . .•  . . . . . . . x  . . . . . . . . . .•  . . . . . . . . . . x . . . . . . . x
  Craft
  •
  x
  x
  x
  x
  x
  •
  x
  x
  x
  •
  x
  x
  •
  x
  Decipher Script
  •
  x
  x
  x
  x
  x
  x
  x
  x
  x
  x
  x
  x
  •
  •
  Demolitions  . . . . . . . . . . . . . . .•  . . . . . . . . . x  . . . . . . . x . . . . . .•  . . . . x . . . . . . x  . . . . . . . x . . . . . . .• . . . . . . x  . . . . . . . x  . . . . . . . . x  . . . . . . . . x  . . . . . . . . . . . x  . . . . . . . . . . . x . . . . . .•
  Diplomacy
  •
  •
  x
  x
  x
  x
  x
  x
  x
  x
  •
  •
  x
  •
  x
  Disable Device
  •
  x
  x
  x
  •
  x
  x
  x
  x
  •
  x
  x
  x
  x
  •
  Disguise  . . . . . . . . . . . . . . . . . .•  . . . . . . . . . x  . . . . . . . x . . . . . . . x  . . . . . x . . . . . . x  . . . . . . . x . . . . . . . . x . . . . . .•  . . . . . . x  . . . . . . . . x  . . . . . . . . x  . . . . . . . . . .•  . . . . . . . . . . x . . . . . . . x
  Drive
  •
  x
  •
  x
  •
  x
  x
  •
  x
  x
  x
  x
  x
  x
  •
  Escape Artist
  •
  x
  x
  x
  x
  x
  •
  x
  •
  x
  x
  x
  •
  x
  x
  Forgery . . . . . . . . . . . . . . . . . . .•  . . . . . . . . . x  . . . . . . . x . . . . . . . x  . . . . . x . . . . . . x  . . . . . . . x . . . . . . . . x . . . . . .•  . . . . . . x  . . . . . . . . x  . . . . . . . . x  . . . . . . . . . . . x  . . . . . . . . . . . x . . . . . . . x
  Gamble
  •
  x
  x
  • •
  x
  x
  x
  x
  •
  x
  x
  x
  •
  x
  Gather Information
  •
  x
  x
  •
  x
  x
  x
  x
  •
  x
  •
  x
  •
  x
  x
  Handle Animal  . . . . . . . . . . . . .•  . . . . . . . . . x  . . . . . . . x . . . . . . . x  . . . . . x . . . . . . x  . . . . . . . x . . . . . . . . x  . . . . . . x  . . . . . .•  . . . . . . . x  . . . . . . . . x  . . . . . . . . . . . x  . . . . . . . . . . . x . . . . . . . x
  Hide
  •
  x
  x
  x
  x
  x
  x
  x
  •
  x
  x
  x
  •
  x
  x
  Combat Feats and BESM d20
  To provide more player options and better reflect common
  elements in anime shows, BESM d20 replaces several combat Feats
  with combat Skills (see page 80). The three weapon proficiency
  Feats (Exotic, Martial, and Simple) have been eliminated, indicating
  that all characters are proficient with all weapons, and thus do not
  suffer the -4 attack penalty. Additionally, the Weapon Focus Feat
  (which gives a +1 with a specific weapon) has been removed in
  favour of combat Skills that can provide much greater attack
  bonuses. As a result,  BESM d20 characters who specialise in combat
  prowess by assigning many combat Skills can become much more
  deadly in battle than standard d20 characters. 
  If you prefer to use combat Feats from the standard d20 System
  instead, simply remove the combat Skills option from BESM d20 and
  make the appropriate Feats available to characters once again.
  • Class Skill    x Cross Class Skill
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  75
  CHAPTER 7:
  SKILLS
  Dynamic Giant
  Gun
  Hot Magical Martial Mecha
  Pet Monster
  Sentai
  Tech
  Adventurer Sorcerer Robot Bunny Rod
  Girl
  Artist
  Pilot
  Ninja
  Trainer Samurai Member Shapechanger Student Genius
  Intimidate
  •
  x
  x
  •
  x
  x
  x
  x
  •
  x
  •
  x
  x
  x
  x
  Investigate
  •
  x
  x
  • •
  x
  x
  x
  x
  x
  x
  x
  x
  x
  x
  Jump  . . . . . . . . . . . . . . . . . . . .•  . . . . . . . . . x  . . . . . . . x . . . . . .•  . . . . x . . . . .•  . . . . .• . . . . . . . x . . . . . .•  . . . . . . x  . . . . . . . . x  . . . . . . .•  . . . . . . . . .•  . . . . . . . . . . x . . . . . . . x
  Knowledge (Arcane)
  •
  •
  x
  x
  x
  •
  x
  x
  x
  x
  x
  x
  x
  x
  x
  Knowledge (Architecture)
  •
  x
  x
  x
  x
  x
  x
  x
  •
  x
  x
  x
  x
  •
  x
  Knowledge (Area)  . . . . . . . . . . .•  . . . . . . . . . x  . . . . . . . x . . . . . . . x  . . . .• . . . . . x  . . . . . . . x . . . . . . . . x . . . . . .•  . . . . . . x  . . . . . . . . x  . . . . . . . . x  . . . . . . . . . . . x  . . . . . . . . . .• . . . . . . x
  Knowledge (Biological Sciences)•
  x
  x
  x
  x
  x
  x
  x
  x
  •
  x
  x
  x
  •
  x
  Knowledge (Business)
  •
  x
  x
  x
  x
  x
  x
  x
  x
  x
  x
  x
  x
  •
  x
  Knowledge (Cultural Arts) . . . . .•  . . . . . . . . . x  . . . . . . . x . . . . . . . x  . . . . . x . . . . .•  . . . . .• . . . . . . . x  . . . . . . x  . . . . . . . x  . . . . . . .•  . . . . . . . x  . . . . . . . . . .•  . . . . . . . . .• . . . . . . x
  Knowledge (Domestic Arts)
  •
  x
  x
  x
  x
  x
  x
  x
  x
  x
  •
  x
  x
  •
  x
  Knowledge (Electronics)
  •
  x
  •
  x
  x
  x
  x
  •
  x
  x
  x
  x
  x
  x
  •
  Knowledge (Foreign Culture) . . .•  . . . . . . . .•  . . . . . . x . . . . . . . x  . . . . . x . . . . . . x  . . . . . . . x . . . . . . . . x  . . . . . . x  . . . . . . . x  . . . . . . .•  . . . . . . . x  . . . . . . . . . .•  . . . . . . . . .• . . . . . . x
  Knowledge (Law)
  •
  x
  x
  x
  x
  x
  x
  •
  x
  x
  x
  x
  x
  •
  x
  Knowledge (Mechanics)
  •
  x
  •
  x
  •
  x
  x
  •
  x
  x
  x
  x
  x
  x
  •
  Knowledge (Military Sciences)  .•  . . . . . . . . . x  . . . . . .• . . . . . . x  . . . . . x . . . . . . x  . . . . . . . x . . . . . . .• . . . . . . x  . . . . . . . x  . . . . . . . . x  . . . . . . . . x  . . . . . . . . . . . x  . . . . . . . . . . . x . . . . . . . x
  Knowledge (Nature)
  •
  x
  x
  x
  x
  x
  x
  x
  x
  •
  x
  x
  x
  •
  x
  Knowledge (Occult)
  •
  •
  x
  x
  x
  •
  •
  x
  •
  x
  x
  •
  x
  x
  x
  Knowledge (Physical Sciences) •  . . . . . . . . . x  . . . . . . . x . . . . . . . x  . . . . . x . . . . . . x  . . . . . . . x . . . . . . . . x  . . . . . . x  . . . . . . . x  . . . . . . . . x  . . . . . . . . x  . . . . . . . . . . . x  . . . . . . . . . .• . . . . .•
  Knowledge (Police Sciences) •
  x
  •
  • •
  x
  x
  •
  x
  x
  x
  x
  x
  x
  x
  Knowledge (Religion)
  •
  •
  x
  x
  x
  x
  x
  x
  x
  x
  •
  x
  x
  •
  x
  Knowledge (Social Sciences)  . .•  . . . . . . . . . x  . . . . . . . x . . . . . . . x  . . . . . x . . . . . . x  . . . . . . . x . . . . . . . . x  . . . . . . x  . . . . . . . x  . . . . . . .•  . . . . . . . x  . . . . . . . . . . . x  . . . . . . . . . .• . . . . . . x
  Knowledge (Streetwise)
  •
  •
  x
  x
  x
  x
  x
  x
  •
  x
  •
  x
  x
  x
  x
  Listen
  •
  x
  x
  •
  x
  x
  •
  x
  •
  x
  •
  x
  x
  x
  x
  Medical  . . . . . . . . . . . . . . . . . .•  . . . . . . . . . x  . . . . . . . x . . . . . . . x  . . . . . x . . . . . . x  . . . . . .• . . . . . . . x  . . . . . . x  . . . . . .•  . . . . . . . x  . . . . . . . . x  . . . . . . . . . . . x  . . . . . . . . . . . x . . . . . . . x
  Move Silently
  •
  x
  x
  x
  x
  x
  •
  x
  •
  x
  x
  x
  •
  x
  x
  Navigate
  •
  x
  x
  x
  •
  x
  x
  •
  x
  x
  x
  x
  x
  x
  x
  Open Lock  . . . . . . . . . . . . . . . .•  . . . . . . . . . x  . . . . . . . x . . . . . . . x  . . . . . x . . . . . . x  . . . . . . . x . . . . . . . . x . . . . . .•  . . . . . . x  . . . . . . . . x  . . . . . . . . x  . . . . . . . . . . . x  . . . . . . . . . . . x . . . . . . . x
  Perform
  •
  x
  x
  x
  x
  •
  •
  x
  x
  x
  •
  •
  x
  •
  x
  Pick Pocket
  •
  x
  x
  x
  x
  x
  •
  x
  •
  x
  x
  x
  x
  x
  x
  Pilot  . . . . . . . . . . . . . . . . . . . . .•  . . . . . . . . . x  . . . . . . . x . . . . . . . x  . . . .• . . . . . x  . . . . . . . x . . . . . . .• . . . . . . x  . . . . . . . x  . . . . . . . . x  . . . . . . . . x  . . . . . . . . . . . x  . . . . . . . . . . . x . . . . . . . x
  Poisons
  •
  x
  x
  x
  x
  x
  x
  x
  •
  x
  x
  x
  x
  x
  x
  Power Usage
  •
  x
  x
  x
  x
  •
  x
  x
  x
  x
  x
  •
  x
  x
  x
  Powerlifting . . . . . . . . . . . . . . . .•  . . . . . . . . . x  . . . . . .• . . . . .•  . . . . x . . . . . . x  . . . . . . . x . . . . . . . . x  . . . . . . x  . . . . . . . x  . . . . . . . . x  . . . . . . . . x  . . . . . . . . . .•  . . . . . . . . . . x . . . . . . . x
  Profession
  •
  •
  x
  x
  x
  •
  x
  x
  x
  x
  x
  x
  x
  •
  •
  Read Lips
  •
  x
  x
  • •
  x
  x
  x
  •
  x
  x
  x
  x
  x
  x
  Repair  . . . . . . . . . . . . . . . . . . .•  . . . . . . . . . x  . . . . . .• . . . . . . x  . . . .• . . . . . x  . . . . . . . x . . . . . . .• . . . . . . x  . . . . . . . x  . . . . . . . . x  . . . . . . . . x  . . . . . . . . . . . x  . . . . . . . . . . . x . . . . . .•
  Research
  •
  •
  x
  x
  x
  x
  x
  x
  x
  x
  x
  x
  x
  •
  •
  Ride
  •
  x
  x
  x
  •
  x
  x
  x
  x
  x
  •
  x
  x
  x
  x
  Search  . . . . . . . . . . . . . . . . . . .•  . . . . . . . . . x  . . . . . . . x . . . . . . . x  . . . . . x . . . . . . x  . . . . . .• . . . . . . . x . . . . . .•  . . . . . . x  . . . . . . .•  . . . . . . . x  . . . . . . . . . . . x  . . . . . . . . . . . x . . . . . . . x
  Seduction
  •
  x
  x
  • •
  x
  x
  x
  x
  x
  x
  x
  •
  x
  x
  Sense Motive
  •
  x
  x
  • •
  x
  •
  x
  •
  x
  •
  x
  •
  x
  x
  Sleight of Hand  . . . . . . . . . . . .•  . . . . . . . .•  . . . . . . x . . . . . . . x  . . . . . x . . . . . . x  . . . . . . . x . . . . . . . . x . . . . . .•  . . . . . . x  . . . . . . . . x  . . . . . . . . x  . . . . . . . . . .•  . . . . . . . . . . x . . . . . . . x
  Speak Languages
  •
  •
  •
  • •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  Sports
  •
  x
  x
  •
  x
  •
  x
  x
  x
  x
  x
  x
  x
  •
  x
  Spot . . . . . . . . . . . . . . . . . . . . .•  . . . . . . . .•  . . . . . . x . . . . . .•  . . .• . . . .•  . . . . .• . . . . . .• . . . . .•  . . . . . . x  . . . . . . .•  . . . . . .•  . . . . . . . . .•  . . . . . . . . . . x . . . . . . . x
  Survival
  •
  x
  x
  x
  x
  x
  x
  x
  •
  x
  •
  x
  x
  x
  x
  Swim
  •
  x
  x
  x
  x
  •
  x
  x
  x
  x
  x
  x
  x
  •
  x
  Tumble  . . . . . . . . . . . . . . . . . . .•  . . . . . . . . . x  . . . . . . . x . . . . . . . x  . . . . . x . . . . .•  . . . . .• . . . . . . . x . . . . . .•  . . . . . . x  . . . . . . . . x  . . . . . . .•  . . . . . . . . . . x  . . . . . . . . . . . x . . . . . . . x
  Use Rope
  •
  x
  x
  x
  x
  x
  x
  x
  •
  x
  x
  x
  x
  x
  x
  Wilderness Lore
  •
  x
  x
  x
  x
  x
  x
  x
  •
  x
  x
  x
  x
  x
  x
  Wilderness Tracking  . . . . . . . . .•  . . . . . . . . . x  . . . . . . . x . . . . . . . x  . . . . . x . . . . . . x  . . . . . . . x . . . . . . . . x . . . . . .•  . . . . . . x  . . . . . . .•  . . . . . . . x  . . . . . . . . . . . x  . . . . . . . . . . . x . . . . . . . x
  Dynamic Giant
  Gun
  Hot Magical Martial Mecha
  Pet Monster
  Sentai
  Tech
  Adventurer Sorcerer Robot Bunny Rod
  Girl
  Artist
  Pilot
  Ninja
  Trainer Samurai Member Shapechanger Student Genius
  Archery
  x
  x
  x
  •
  x
  •
  x
  x
  •
  x
  •
  x
  x
  x
  x
  Gun Combat
  x
  x
  x
  • •
  x
  x
  x
  x
  x
  x
  x
  x
  x
  x
  Heavy Weapons . . . . . . . . . . . . . x . . . . . . . . . . x  . . . . . .• . . . . . . x  . . . . . x . . . . . . x  . . . . . . . x . . . . . . .• . . . . . . x  . . . . . . . x  . . . . . . . . x  . . . . . . . . x  . . . . . . . . . . . x  . . . . . . . . . . . x . . . . . . . x
  Melee Attack
  x
  x
  •
  x
  •
  x
  •
  x
  •
  x
  •
  •
  x
  x
  x
  Melee Defence
  x
  x
  x
  x
  x
  x
  •
  x
  x
  x
  •
  •
  x
  x
  x
  Ranged Defence  . . . . . . . . . . . . x . . . . . . . . . . x  . . . . . . . x . . . . . .•  . . . . x . . . . .•  . . . . . . x . . . . . . .• . . . . . . x  . . . . . . . x  . . . . . . . . x  . . . . . . . . x  . . . . . . . . . . . x  . . . . . . . . . . . x . . . . . . . x
  Special Ranged Attack
  x
  •
  •
  x
  x
  •
  •
  •
  x
  x
  x
  x
  x
  x
  x
  Thrown Weapons
  x
  x
  x
  x
  x
  •
  x
  x
  •
  x
  x
  x
  x
  x
  x
  Unarmed Attack . . . . . . . . . . . . . x . . . . . . . . . . x  . . . . . .• . . . . . . x  . . . .• . . . . . x  . . . . . .• . . . . . . . x . . . . . .•  . . . . . . x  . . . . . . . . x  . . . . . . . . x  . . . . . . . . . . . x  . . . . . . . . . . . x . . . . . . . x
  Unarmed Defence
  x
  x
  •
  x
  •
  x
  •
  x
  •
  x
  x
  x
  x
  x
  x
  • Class Skill    x Cross Class Skill
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  76
  DISABLE DEVICE
  Relevant Ability: Intelligence
  Specialisations:
  Jamming, By Passing, Traps
  The ability to circumvent traps, jam mechanical devices, by pass
  securities.
  DISGUISE
  Relevant Ability: Charisma
  Specialisations:
  Costume, Dialects, Impersonation, Make-up, Prosthetics
  The ability to change one’s personal appearance and/or demeanour
  in an attempt to deceive others.
  DRIVE
  Relevant Ability: Dexterity or Intelligence
  Specialisations:
  Big Rig (large tractor/trailer trucks), Car, Motorcycle, Small
  Truck (vans, pick-ups, hi-cubes)
  The ability to operate a powered ground vehicle. Skill checks are
  only necessary in difficult situations such as performing vehicular stunts,
  avoiding hazards, etc.
  ESCAPE ARTIST
  Relevant Ability: Dexterity
  Specialisations:
  Grappling, Restraints, Tight Spaces
  The ability to escape restraints and grips of opponents, or squeeze
  through tight spaces.
  FORGERY
  Relevant Ability: Intelligence
  Specialisations:
  Detection, Electronic Documents, Handwriting, Paper
  Documents
  The ability to counterfeit documents and papers or to identify
  forgeries. This Skill can be used in conjunction with the Computer Use
  Skill.
  GAMBLE
  Relevant Ability: Wisdom
  Specialisations:
  Card Games, Computer Games, Dice Games, Strategy, Role
  Playing
  The ability to play various games (including betting strategies)
  well.
  GATHER INFORMATION
  Relevant Ability: Charisma
  Specialisations:
  Contacts, Gossip, Rumour-mongering
  The ability to find out information about an area, from the day-to-
  day events to specific pieces of information.
  HANDLE ANIMAL
  Relevant Ability: Charisma
  Specialisations:
  Any single animal such as dogs, dolphins, horses, etc.
  The ability to teach and train animals with an intellect above that
  of instinctive insects. An animal usually has an Intelligence of 1-3.
  HIDE
  Relevant Ability: Dexterity
  Specialisations:
  Concealment, Skulking, Tailing
  The ability to hide from detection.
  INTIMIDATION
  Relevant Ability: Charisma
  Specialisations:
  Business, Interrogation, Political, Psychological, Street, 
  The ability to convincingly project a “tough guy” image through
  verbal and body language. A successful check means someone witnessing
  your performance is convinced you mean any threats you make. How
  they react after that will depend on how tough they are themselves in
  relation to the kind of threat you present — they may respond with
  respect, fear, hatred, or amusement.
  GENERAL SKILLS
  BALANCE
  Relevant Ability: Dexterity
  Specialisations:
  Shaking Surface, Slippery Surface, Tightrope
  The ability to maintain balance under adverse conditions.
  BLUFF
  Relevant Ability: Charisma
  Specialisations:
  Acting, Fast-talk, Misdirection, Misleading Body Language
  The ability to make the untrue seem plausible.
  CLIMB
  Relevant Ability: Strength
  Specialisations:
  Natural Surfaces, Poles, Ropes, Vegetation, Walls
  The ability to scale vertical surfaces with or without the use of
  specialised climbing equipment.
  COMPUTER USE
  Relevant Ability: Intelligence
  Specialisations:
  Artificial Intelligence, Databases, Intrusion/Security,
  Networks, Programming
  Practical knowledge of computer use. Computer engineering
  (hardware) is covered by Knowledge: Electronics.
  CONCENTRATION
  Relevant Ability: Constitution
  Specialisations:
  Clearing One’s Mind, Magic Focus, Single Minded
  The ability to ignore distractions and interference when focusing on
  a task.
  CONTROLLED BREATHING
  Relevant Ability: Constitution
  Specialisations:
  Cyclic Breathing, Holding Breath, Slow Heart Rate
  The ability to control respiratory functions in order to maximise
  breathing efficiency or to perform tricks such as “playing dead.”
  CRAFT
  Relevant Ability: Intelligence
  Specialisations:
  Alchemy, Carpentry, Leatherworking, Metalworking,
  Plumbing, Tailoring, Woodworking 
  This Skill represents a character’s ability to work with a variety of
  materials to repair or produce useful or aesthetically pleasing objects not
  electronic or mechanical in nature.
  DECIPHER SCRIPT
  Relevant Ability: Intelligence
  Specialisations:
  Ancient Languages, Code Cracking, Hieroglyphics, Runes
  The ability to decipher texts either foreign to the character or
  encoded.
  DEMOLITIONS
  Relevant Ability: Intelligence
  Specialisations:
  Artificial Structures, Bomb Disposal, Natural Structures, Safe
  Cracking, Underwater
  The ability to set explosive charges without getting hurt in the
  process or inflicting undesired collateral damage. It is also used for
  deactivating explosives set by someone else. 
  DIPLOMACY
  Relevant Ability: Charisma
  Specialisations:
  Etiquette, Social Grace, Heraldry, Negotiation
  The knowledge concerning the proper way to interact during social
  situations, and negotiations, including rules of conduct and persuasion.
  CHAPTER 7:
  SKILLS
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  77
  KNOWLEDGE: FOREIGN CULTURE
  Relevant Ability: Intelligence
  Specialisations:
  One Specific Culture
  Reflects knowledge of the history, religion, ethics, and lifestyle of one or
  more foreign countries or cultures. Each Rank in this Skill provides familiarity
  with a distinct culture (a Specialisation). Thus, multiple Specialisations may
  be listed for Foreign Culture depending on the Skill Rank.
  KNOWLEDGE: LAW
  Relevant Ability: Intelligence
  Specialisations:
  Civil, Criminal, Customs, Family, International, Political
  Knowledge of legal procedure and practice. GMs may assume that
  anyone with Rank 6 or more has a license to practice law. All
  Specialisations, except International, are specific to one country or region
  only (for example, “Japanese Criminal Law”).
  KNOWLEDGE: MECHANICS
  Relevant Ability: Intelligence
  Specialisations:
  Aeronautical, Armourer, Automotive, Gunsmith, Locksmith,
  Micro, Traps
  The ability to maintain, repair, or build mechanical and electro-
  mechanical devices. This also includes knowledge of tool use, welding,
  etc. Armourer applies to heavy vehicle-mounted weapons while
  Gunsmith covers personal weaponry. Use Craft for archaic weapons.
  KNOWLEDGE: MILITARY SCIENCES
  Relevant Ability: Intelligence
  Specialisations:
  Hardware Recognition, Intelligence Analysis, Logistics,
  Strategy, Tactics, Teamwork
  The character has military-style tactical, staff, or leadership training.
  In addition, SWAT (or other tactical police units) often includes individuals
  who pick up similar Skills (and often recruit ex-military personnel).
  KNOWLEDGE: NATURE
  Relevant Ability: Intelligence
  Specialisations:
  Animals, Cycles, Plants, Seasons, Weather
  Knowledge of the interactions of the natural world.
  KNOWLEDGE: OCCULT
  Relevant Ability: Intelligence
  Specialisations:
  Astrology, Channelling, Numerology, Rituals, Spirits, Tarot,
  Voodoo, Witchcraft
  Knowledge of the arcane and mystical arts, and their applications
  in both historical and modern society.
  KNOWLEDGE: PHYSICAL SCIENCES
  Relevant Ability: Intelligence
  Specialisations:
  Astronomy, Biochemistry, Chemistry, Engineering,
  Mathematics, Physics
  Scientific training in the way the universe works, including the
  necessary background knowledge.
  KNOWLEDGE: POLICE SCIENCES
  Relevant Ability: Intelligence
  Specialisations:
  Ballistics, Criminology, Forensics
  This is the science behind detective work. Ballistics is the study of the
  wounds inflicted by projectiles; criminology focuses on studies of criminal
  behaviour and strategies; forensics covers evidence gathering (including
  hair-and-fibre, fingerprint and DNA-based identification techniques).
  KNOWLEDGE: RELIGION
  Relevant Ability: Intelligence
  Specialisations:
  One Specific Religion (Buddhism, Christianity, Muslim,
  Satanism, etc.)
  The knowledge of how current and historical religions and
  mythology worked.
  INVESTIGATE
  Relevant Ability: Intelligence
  Specialisations:
  Government, Police, Underworld
  The ability to track a piece of information or person through red
  tape and electronic media.
  JUMP
  Relevant Ability: Strength
  Specialisations:
  Long, High, Pole Vault
  The ability to jump well and consistently (see page 119). A character
  can normally jump about 6 feet forward or 3 feet up/back (double range
  with a running start). This Skill increases the character’s maximum forward
  distance by +1 foot for every two Skill ranks (plus one-half foot up/back
  jumps). This modifier is doubled for running starts and halved for vertical
  or backwards jumps.
  KNOWLEDGE: ARCANE
  Relevant Ability: Intelligence
  Specialisations:
  Arcane Symbols, Magic, Rituals, Spells
  Knowledge of magic, its history, and basics of how it works.
  KNOWLEDGE: ARCHITECTURE
  Relevant Ability: Intelligence
  Specialisations:
  Aquatic, Bridges, Fortifications, Small Buildings, Skyscrapers
  Knowledge of construction methods, architectural drafting, etc. A
  successful use of this Skill can also find weak points in constructions or
  help in locating old structural plans.
  KNOWLEDGE: AREA
  Relevant Stat:
  Intelligence
  Specialisations:
  One specific area (city, village, forest, sea, etc.)
  This Skill reflects knowledge of the geography and people of a
  single area. The smaller the area, the more detailed and extensive the
  character’s knowledge. This Skill may be assigned multiple times to
  indicate knowledge of several areas. 
  KNOWLEDGE: BIOLOGICAL SCIENCES
  Relevant Ability: Intelligence
  Specialisations:
  Bacteria/Viruses, Botany, Ecology, Genetics, Physiology,
  Zoology
  This field covers scientific knowledge of how living things function.
  KNOWLEDGE: BUSINESS
  Relevant Ability: Intelligence
  Specialisations:
  Accounting, Banking, Executive, Fraud, Government,
  Marketing, Small Business
  The ability to organise, run, and understand part or all of an
  organisation (such as a business, government, or association). 
  KNOWLEDGE: CULTURAL ARTS
  Relevant Ability: Intelligence
  Specialisations:
  Archaeology, Art Appraisal, History, Literature, Urban
  Legends
  Knowledge of aspects of human culture (or another species’ culture).
  KNOWLEDGE: DOMESTIC ARTS
  Relevant Ability: Intelligence
  Specialisations:
  Cleaning, Cooking, Decorating, Home Budgeting
  The ability to efficiently organise and run a domestic household.
  KNOWLEDGE: ELECTRONICS
  Relevant Ability: Intelligence
  Specialisations:
  Communications, Computers, Consumer Electronics,
  Robotics, Security, Sensors
  The ability to maintain, repair, build, modify (and at high Ranks,
  design) electronic equipment.
  CHAPTER 7:
  SKILLS
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  78
  CHAPTER 7:
  SKILLS
  LISTEN
  Relevant Ability: Wisdom
  Specialisations:
  Background Noise, Eavesdropping, Rural, Urban
  The ability to listen attentively or to perceive unusual or out of
  place noises.
  MEDICAL
  Relevant Ability: Wisdom
  Specialisations:
  Acupuncture, Dentistry, Diagnosis, Emergency Response,
  Homeopathy, Pathology, Pharmacy, Surgery, Veterinary
  Knowledge of how to heal the body. GMs may assume that anyone
  with Rank 6 or more has a license to practice medicine. A typical general
  practitioner would Specialise in Diagnosis, while most police officers or
  paramedics Specialise in Emergency Response.
  MOVE SILENTLY
  Relevant Ability: Dexterity
  Specialisations:
  Soft Step, Rural, Urban
  The ability to move without being detected audibly.
  NAVIGATE
  Relevant Ability: Intelligence
  Specialisations:
  Air, Highway, Sea, Space,
  Urban, Wilderness
  The ability to read maps or use specialised navigation
  equipment. The Navigate Skill will help a character find the
  fastest/safest route to a destination.
  OPEN LOCK
  Relevant Ability:
  Dexterity
  Specialisations: Combination, Electronic, Padlocks, Puzzle
  Lock
  The ability to open locking devices.
  PERFORM
  Relevant Ability:
  Charisma
  Specialisations:
  Comedy, Dance, Drama, Music, Public
  Speaking, Singing, Fast Talking
  The ability to perform well before an audience, and to
  evoke an emotional response through the art form.
  PICK POCKET
  Relevant Ability:
  Dexterity
  Specialisations:
  Palm, Legerdemain, Lift Object
  The ability to make a small object disappear without notice.
  PILOT
  Relevant Ability:
  Dexterity or Intelligence
  Specialisations:
  Heavy Airplane (usually multi-engine), Helicopter,
  Hovercraft, Jet Fighter, Large Ships, Light Airplane
  (usually single-engine), Lighter than Air Craft, Small
  Boats, Spacecraft, Submarines
  The ability to operate air, water or space
  vehicles. Skill checks are normally only necessary
  when performing an unusual manoeuvre,
  avoiding a hazard, piloting an unfamiliar
  aircraft, etc.
  KNOWLEDGE: SOCIAL SCIENCES
  Relevant Ability: Intelligence
  Specialisations:
  Anthropology, Geography, Politics, Psychology, Social Work,
  Sociology, Theology
  Understanding of the way people function in society as well as
  societal behavioural patterns.
  KNOWLEDGE: STREETWISE
  Relevant Ability: Intelligence
  Specialisations:
  Gang Activity, Influential Individuals, Territorial Divisions
  (all by region)
  The knowledge of street activity
  within a particular region or city. This
  is a vital survival Skill for a person on
  the streets.
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  79
  genuinely interested in them. Whether or not the subject actually responds
  will depend on his or her own romantic inclinations and sexual preference.
  SENSE MOTIVE
  Relevant Ability: Wisdom
  Specialisations:
  Body Language, Mannerisms, Speech
  This represents the knowledge of determining when a person is not
  being honest or forth coming.
  SLEIGHT OF HAND
  Relevant Ability: Dexterity
  Specialisations:
  Card Sharking, Fine Manipulation, Stage Magic
  A character with this Skill has superior manual dexterity, greater
  than that suggested by his or her Dexterity score. This includes the
  ability to perform “magic” tricks, palm small objects, cheat at cards,
  plant an item on someone, etc.
  SPEAK LANGUAGES
  Relevant Ability: Intelligence
  Specialisations:
  Any One Language, Braille, Code Language, Sign Language
  This Skill reflects an aptitude for languages and their historical
  usage. Additionally, a character will be able to speak and write one
  foreign Language for each Rank in this Skill. Thus, multiple
  Specialisations will be listed for Languages — the first is the character’s
  native language(s), while the others are foreign languages.
  SPORTS
  Relevant Ability: Strength, Dexterity, or Constitution
  Specialisations:
  Baseball, Basketball, Cricket, Football, Hockey, Volleyball,
  etc.
  The ability to play well in a team or individual sporting event with
  specialised rules.
  SPOT
  Relevant Ability: Wisdom
  Specialisations:
  Ambush, Movement, Tailing
  This the ability to locate people or creature trying to hide their
  presence.
  SURVIVAL
  Relevant Ability: Wisdom
  Specialisations:
  Aquatic, Artic, Desert, Wilderness, Urban
  The ability to survive in harsh environments.
  SWIM
  Relevant Ability: Strength
  Specialisations:
  Competition, Deep-Sea Diving, Free Diving, Scuba,
  Snorkelling
  The character is skilled at swimming or diving. The GM may
  assume that any character in a modern setting (or perhaps any setting)
  can swim even without this Skill. 
  TUMBLE
  Relevant Ability: Dexterity
  Specialisations:
  Dive, Flip, Roll, Somersault
  The character is skilled at acrobatic tumbling and flips.
  USE ROPE
  Relevant Ability: Dexterity
  Specialisations:
  Knots, Handling Loads, Securing
  This Skill allows a character to adeptly use rope for any number of
  purposes.
  WILDERNESS LORE
  Relevant Ability: Wisdom
  Specialisations:
  Guide, Hunting, Identification, Natural Hazards
  The character is familiar with local wilderness areas. The character can
  find subsistence for him or herself and others and avoid natural dangers.
  POISONS
  Relevant Ability: Intelligence
  Specialisations:
  Alien, Natural, Synthetic
  The ability to recognise, concoct, apply, and neutralise a variety of
  poisons and toxins. 
  POWER USAGE
  Relevant Ability: Based on Power’s Relevant Ability
  Specialisations:
  None (Special; One specific Power only)
  Unlike other Skills, Power Usage only offers a bonus to any check
  for the use of one specific Power. To receive a bonus on multiple Powers,
  this Skill must be assigned multiple times, once for each Power. The Skill
  is useful to a character who may not have a high ability (such as
  Intelligence) that is associated with one of his or her Powers (such as Mind
  Control or Telepathy). When the character must make a check for the
  specific Power, the Power Usage Skill adds a bonus as though the check
  is actually a Skill check.
  POWERLIFTING
  Relevant Ability: Strength
  Specialisations:
  Bulky Objects, Free Weights, Humans, Moving Objects,
  Small Objects (Hand-Held)
  The ability to perform feats of strength with minimal chance for
  injury. This includes lifting or pushing heavy objects, stopping objects in
  motion, and supporting large masses.
  PROFESSION
  Relevant Ability: Wisdom
  Specialisations:
  One Specific Profession (Bookkeeper, Cook, Driver, Farmer,
  Miner, Sailor, Writer, etc.)
  The character is trained in a specific form of livelihood.
  READ LIPS
  Relevant Ability: Intelligence
  Specialisations:
  Crowded Places, Distance, Sub Vocalisation
  This allows a character to understood what is being said by reading lips.
  REPAIR
  Relevant Ability: Intelligence
  Specialisations:
  Mechanics, Computerised, Electronics
  The ability to carry out permanent or temporary repairs to
  equipment.
  RESEARCH
  Relevant Ability: Intelligence
  Specialisations:
  Legal, Historical, Scientific
  This Skill allows a character to locate difficult to find pieces of data
  by searching journals, the web, and other media.
  RIDE
  Relevant Ability: Dexterity
  Specialisations:
  One Specific Species (Camel, Horse, Tiger, etc.).
  This is the knowledge of how to care for a riding beast, how to
  saddle, mount, and dismount the animal, how to get it to perform
  difficult or dangerous manoeuvres safely and without balking, and how
  to best pace it for long distance rides.
  SEARCH
  Relevant Ability: Intelligence
  Specialisations:
  Compartments, Detail Work, Irregularities
  This Skill allows the character to find hidden or concealed objects.
  SEDUCTION
  Relevant Ability: Charisma
  Specialisations:
  Alien, Female, Male
  A character with this Skill is adept at exploiting their sex appeal. A
  successful Skill check will convince another person that the character is
  CHAPTER 7:
  SKILLS
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  WILDERNESS TRACKING
  Relevant Ability: Intelligence or Wisdom
  Specialisations:
  Aquatic, Arctic, Desert, Forest, Jungle, Mountain, Plains
  The ability to successfully trail or track someone or something
  while outdoors in a rural or wilderness setting.
  COMBAT SKILLS 
  ARCHERY
  Relevant Ability: None (Offensive Combat Skill)
  Specialisations:
  Bow, Crossbow
  The ability to accurately shoot with a bow or crossbow.
  CHAPTER 7:
  SKILLS
  GUN COMBAT
  Relevant Ability: None (Offensive Combat Skill)
  Specialisations:
  Auto-fire, Pistol, Rifle
  The ability to accurately shoot with a hand-held firearm and to
  keep it properly maintained. Auto-fire applies to firing bursts of fully
  automatic fire from any gun, whether it is a small submachine gun, a big
  assault rifle, or a heavy machine gun. Pistol applies to firing single shots
  from a handgun. Rifle covers firing single shots from guns with a
  shoulder stock including rifles and shotguns.
  HEAVY WEAPONS
  Relevant Ability: None (Offensive Combat Skill)
  Specialisations:
  Artillery (indirect fire weapons such as Howitzers), Gunnery
  (heavy machine guns, tank guns and other vehicle-mounted
  direct-fire weapons), Launchers (rocket and missile launchers)
  The ability to accurately fire vehicle-, shoulder-, or tripod-
  mounted weapons such as a tank cannon or heavy machine gun,
  and to perform routine maintenance. 
  MELEE ATTACK
  Relevant Ability:None (Offensive Combat Skill)
  Specialisations: Axe, Baton/Club, Knife, Improvised Weapons
  (chairs, lamps, ladders, etc.), Polearms (spears,
  naginata, etc.), Shield, Sword, Whips/Chains
  The ability to attack effectively with a hand-to-hand melee
  weapon.
  MELEE DEFENCE
  Relevant Ability: None (Defensive Combat Skill)
  Specialisations:
  Axe, Baton/Club, Knife, Improvised Weapons, Polearms
  (spears, naginata, etc.), Shield, Sword, Whips/Chains
  The ability to defend well with a hand-to-hand melee weapon.
  RANGED DEFENCE
  Relevant Ability: None (Defensive Combat Skill)
  Specialisations:
  Personal, Air Vehicle, Ground Vehicle, Water Vehicle, Space
  Vehicle
  The ability to avoid ranged attacks, but this does not enable a
  character to actually dodge bullets. Rather, it is a combination of
  situational awareness and tactical movement as well as knowing when to
  keep moving (to present a more difficult target) and when to drop for
  cover.
  SPECIAL RANGED ATTACK
  Relevant Ability: None (Offensive Combat Skill)
  Specialisations:
  One specific Special Attack
  This Skill is used for weapons created using the Special Attack
  Attribute (page 61) that emanate from the character’s body, rather than
  a device or weapon. For example, eye beams, fireballs fired from the hand,
  or sonic blast shot from the mouth would qualify for this Skill use, but a
  laser gun (Gun Combat Skill) or a deadly boomerang (Thrown Weapon
  Skill) would not.
  THROWN WEAPONS
  Relevant Ability: None (Offensive Combat Skill)
  Specialisations:
  Blades, Cards, Grenades, Rocks, Shields
  The ability to accurately throw weapons or objects at a target. 
  UNARMED ATTACK
  Relevant Ability: None (Offensive Combat Skill)
  Specialisations:
  Strikes, Holds, Throws, Grappling
  The ability to attack without weapons.
  UNARMED DEFENCE
  Relevant Ability:
  None (Defensive Combat Skill)
  Specialisations:
  Strikes, Holds, Throws, Grappling
  The ability to block armed or unarmed melee attacks
  without using a weapon.
  Alexzander Knight's
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  With Mecha d20
  
  81
  CHAPTER 8:
  FEATS
  NEW FEATS
  The following new Feats are introduce in BESM d20:
  Accuracy, Blind-Shoot, Block Ranged Attacks, Concealment,
  Deflection, Judge Opponent, Leap Attack, One Shot Left, Portable
  Armoury, Reflection, Sneak Attack, Steady Hand, Weapons
  Encyclopaedia
  APPROPRIATE FEATS
  The following Feats are appropriate for a BESM d20 game:
  Advanced Combat Martial Arts, Ambidexterity, Armour
  Proficiency (all), Blind-Fight, Brawl, Burst Fire, Cleave, Combat Martial
  Arts, Dodge, Double Tap, Empower Spell, Endurance, Enlarge Spell,
  Extend Spell, Far Shot, Force Stop, Frightful Presence, Great Cleave,
  Great Fortitude, Heighten Spell, Improved Brawl, Improved Initiative,
  Improved Knockout Punch, Improved Trip, Iron Will, Knockout Punch,
  Lightning Reflexes, Maximise Spell, Mounted Combat, Point Blank Shot,
  Power Attack, Quicken Spell, Rapid Shot, Run, Silent Spell, Spell Focus,
  Spirited Charge, Still Spell, Streetfighting, Stunning Fist, Two-Weapon
  Fighting, Vehicle Dodge, Whirlwind Attack
  STEP 8: 
  SELECT FEATS
  While Feats will have a place in your anime campaign, BESM d20’s
  Attribute power creation system (particularly combat Skills) reduces the
  scope of Feats. Additionally, since BESM d20 abstracts combat movement
  and position (thus there are no attacks of opportunity), many Feats no
  longer apply to anime characters. Finally, some Feats (such as Expertise)
  allow characters to perform actions that every character is capable of
  performing in BESM d20. GMs may also allow players to use approved
  Feats from any d20 System game.
  See the Player’s Handbook for the rules for acquiring Feats.  The
  Game Master will decide whether the benefits derived from a Feat are
  cumulative if it is assigned multiple times.
  FEAT COSTS
  Feats cost 2 Character Points each.
  TABLE 8-1: REPLACED FEATS
  The following Feats can be replaced by elements of the BESM d20
  system, as indicated:
  Acrobatic
  Replace with Jump and Tumble Skills
  Advanced Firearms Proficiency
  Replace with Combat Skill
  Aircraft Operation
  Replace with Pilot Skill
  Alertness
  Replace with Heightened Awareness
  Attribute
  Animal Affinity
  Replace with Handle Animal and Ride
  Skills
  Archaic Weapon Proficiency
  Replace with Combat Skill
  Athletic
  Replace with Climb and Swim Skills
  Attentive
  Replace with Investigate and Sense
  Motive Skills
  Brew Potion
  Replace with Item of Power and
  Magical Genius (variant of Mechanical
  Genius) Attributes
  Builder
  Replace with appropriate Skills
  Cautions
  Replace with Demolitions Skill
  Craft Magic Arms and Armour
  Replace with Item of Power and
  Magical Genius (variant of Mechanical
  Genius) Attributes
  Craft Rod
  Replace with Item of Power and
  Magical Genius (variant of Mechanical
  Genius) Attributes
  Craft Staff
  Replace with Item of Power and
  Magical Genius (variant of Mechanical
  Genius) Attributes
  Craft Wand
  Replace with Item of Power and
  Magical Genius (variant of Mechanical
  Genius) Attributes
  Craft Wondrous Item
  Replace with Item of Power and
  Magical Genius (variant of Mechanical
  Genius) Attributes
  Combat Throw
  Replace with Unarmed Attack and
  Unarmed Defence Skills
  Confident
  Replace with Gamble and Intimidate
  Skills
  Creative
  Replace with appropriate Skills
  Deceptive
  Replace with Bluff and Disguise Skills
  Defensive Martial Arts
  Replace with Combat Skills
  Deflect Arrows
  Replace with Deflection Feat
  Drive-By Attack
  Replace with Steady Hand Feat
  Educated
  Replace with appropriate Skills
  Exotic Firearms Proficiency
  Replace with Combat Skills
  Exotic Melee Weapon Proficiency Replace with Combat Skills
  Exotic Weapon Proficiency
  Replace with Combat Skill
  Focused
  Replace with Balance and
  Concentration Skills
  Forge Ring
  Replace with Item of Power and
  Magical Genius (variant of Mechanical
  Genius) Attributes
  Gearhead
  Replace with Computer Use and
  Repair Skills
  Guide
  Replace with Navigate and Survival
  Skills
  Improved Feint
  Replace with Bluff Skill
  Leadership
  Replace with Flunkies Attribute
  Martial Weapon Proficiency
  Replace with Combat Skill
  Medical Expert
  Replace with Medical Skill
  Meticulous
  Replace with Forgery and Search Skills
  Mounted Archery
  Replace with Steady Hand Feat
  Nimble
  Replace with Escape Artist and Sleight
  of Hand Skills
  Personal Firearms Proficiency
  Replace with Combat Skills
  Scribe Scroll
  Replace with Item of Power and
  Magical Genius (variant of Mechanical
  Genius) Attributes
  Simple Weapon Proficiency
  Replace with Combat Skill
  Skill Focus
  Replace with appropriate Skill
  Stealthy
  Replace with Hide and Move Silently
  Skills
  Studious
  Replace with Decipher Script and
  Research Skills
  Surface Vehicle Operation
  Replace with Drive or Pilot Skills
  Surgery
  Replace with Medical Skill
  Toughness
  Replace with Damn Healthy! Attribute
  Track
  Replace with Wilderness Tracking Skill
  Trustworthy
  Replace with Diplomacy and Gather
  Information Skills
  Vehicle Expert
  Replace with Drive and Pilot Skills
  Weapon Focus
  Replace with Combat Skill
  Weapon Specialisation
  Replace with Massive Damage
  Attribute (2 Points/Rank option)
  Windfall
  Replace with Wealth Attribute
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  82
  ACCURACY
  Prerequisites: Base Attack Bonus +2
  Benefit: The character suffers reduced dice penalties when
  attempting an accurate attack, such as striking at partial Armour, weak
  points, or vital spots, shooting at longer-than-usual ranges. Accuracy is
  also used when attempting a special trick shot, such as carving an initial
  on someone’s body or ricocheting an arrow off a wall to shoot a target
  around a corner, and when using the Deflection Feat (page 84). Each
  difficulty penalty is reduced by 2 (to a minimum of 0). For example,
  attacking a vital spot (-8 penalty) would become a -6 penalty, while firing
  at double range (-4 penalty) would receive -2 penalty. This Feat can be
  assigned more than once. 
  ADVANCED COMBAT MARTIAL ARTS
  Prerequisites: Combat Martial Arts, Base Attack Bonus +8
  Benefit: When the character scores a critical hit on an opponent
  with an unarmed strike, the character deals triple damage.
  INAPPROPRIATE FEATS
  The following Feats are not appropriate for a BESM d20 game, and
  should probably not be used unless the GM decides otherwise:
  Advanced Two-Weapon Fighting, Agile Riposte, Combat Casting,
  Combat Expertise, Combat Reflexes, Dead Aim, Elusive Target, Expertise,
  Extra Turning, Heroic Surge, Improved Bull Rush, Improved Combat
  Martial Arts, Improved Combat Throw, Improved Critical, Improved
  Damage Threshold, Improved Disarm, Improved Two-Weapon Fighting,
  Improved Unarmed Strike, Low Profile, Mobility, Precise Shot, Quick
  Draw, Quick Reload, Renown, Ride-By Attack, Shield Proficiency, Shot on
  the Run, Skill Focus, Skip Shot, Spell Mastery, Spell Penetration, Spring
  Attack, Strafe, Sunder, Trample, Unbalance Opponent, Weapon Finesse
  APPROVED FEAT DESCRIPTIONS
  The Feat entries herein detail information in the following format: 
  FEAT NAME
  Prerequisites: Some Feats have prerequisites. A character must have
  the prerequisite in order to select or use that Feat. A character can gain a
  Feat at the same time that he or she gains the prerequisite. A character
  can’t use a Feat if he or she has lost a prerequisite. 
  Benefit: What the Feat enables the character to do. 
  CHAPTER 8:
  FEATS
  TABLE 8-2: APPROVED FEATS
  FEAT NAME
  PREREQUISITE
  PAGE
  Accuracy
  Base Attack Bonus +2
  82
  Advanced Combat Martial Arts
  Combat Martial Arts 
  82
  Armour Proficiency (Heavy)
  Armour Proficiency (Light) 
  83
  Armour Proficiency (Medium)
  Armour Proficiency (Light)
  -
  83
  Armour Proficiency (Medium)
  Armour Proficiency (Light) 
  83
  Blind-Fight
  - 
  83
  Blind-Shoot
  - 
  83
  Block Ranged Attacks
  Dexterity 13+
  83
  Brawl
  - 
  83
  Burst Fire
  Wisdom 13+ 
  83
  Cleave
  Strength 13+ 
  84
  Power Attack
  Combat Martial Arts
  Base Attack Bonus +1 
  84
  Concealment
  - 
  84
  Deflection
  Dexterity 13+
  84
  Dodge
  Dexterity 13+ 
  84
  Double Tap
  Dexterity 13+ 
  84
  Point Blank Shot
  Empower Spell
  - 
  84
  Endurance
  - 
  84
  Enlarge Spell
  - 
  84
  Extend Spell
  - 
  84
  Far Shot
  Point Blank Shot 
  84
  Force Stop
  Drive Skill 4+ Ranks 
  84
  Frightful Presence
  Charisma 15+ 
  84
  Intimidate Skill 9+ Ranks
  Great Cleave
  Strength 13+ 
  84
  Cleave
  Power Attack
  Base Attack Bonus +4
  Great Fortitude
  - 
  84
  Heighten Spell
  - 
  84
  Improved Brawl
  Brawl 
  85
  Base Attack Bonus +3
  Improved Initiative
  - 
  85
  Improved Knockout Punch
  Brawl 
  85
  Knockout Punch
  Base Attack Bonus +6
  FEAT NAME
  PREREQUISITE
  PAGE
  Improved Trip
  Intelligence 13+ 
  85
  Iron Will
  - 
  85
  Judge Opponent
  - 
  85
  Knockout Punch
  Brawl 
  85
  Base Attack Bonus +3
  Leap Attack
  Dexterity 13+
  85
  Base Attack Bonus +3
  Lightning Reflexes
  - 
  85
  Maximise Spell
  - 
  85
  Mounted Combat
  Ride Skill 
  85
  One Shot Left
  - 
  85
  Point Blank Shot
  - 
  85
  Portable Armoury
  - 
  85
  Power Attack
  Strength 13+ 
  85
  Quicken Spell
  - 
  86
  Rapid Shot
  Dexterity 13+ 
  86
  Point Blank Shot
  Reflection
  Deflection 
  85
  Run
  - 
  86
  Sneak Attack
  - 
  86
  Silent Spell
  - 
  86
  Spell Focus
  - 
  86
  Spirited Charge
  Mounted Combat 
  86
  Ride Skill
  Still Spell
  - 
  86
  Streetfighting
  Brawl 
  86
  Base Attack Bonus +2
  Steady Hand
  Dexterity 13+ 
  86
  Stunning Fist
  Dexterity 13+ 
  86
  Wisdom 13+
  Base Attack Bonus +8
  Two-Weapon Fighting
  Dexterity 13+ 
  86
  Vehicle Dodge
  Dexterity 13+ 
  86
  Drive Skill 6+ Ranks
  Weapons Encyclopaedia
  - 
  86
  Whirlwind Attack
  Dexterity 13+ 
  86
  Intelligence 13+
  Dodge
  Base Attack Bonus +4
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  83
  BURST FIRE
  Prerequisites: Wisdom 13+
  Benefit: When using an automatic firearm with at least five bullets
  loaded, the character may fire a short burst as a single attack against a
  single target (instead of using the normal auto-fire rules). The character
  receives a -4 penalty on the attack roll, but deal +2 dice of damage.
  ARMOUR PROFICIENCY (HEAVY)
  Prerequisites: Armour Proficiency (Light), Armour Proficiency
  (Medium) 
  Benefit: When a character wears heavy armour (full metal, tactical,
  etc.), the armour check penalty applies only to Skill checks that involve
  moving. A character who is not proficient suffers the armour check
  penalty on attack rolls as well.
  ARMOUR PROFICIENCY (LIGHT)
  Benefit: When a character wears light armour (leather, light mail,
  soft body, etc.), the armour check penalty applies only to Skill checks that
  involve moving. A character who is not proficient suffers the armour
  check penalty on attack rolls as well.
  ARMOUR PROFICIENCY (MEDIUM)
  Prerequisites: Armour Proficiency (Light)
  Benefit: When a character wears medium armour (partial metal,
  hides, etc.), the armour check penalty applies only to Skill checks that
  involve moving. A character who is not proficient suffers the armour
  check penalty on attack rolls as well.
  BLIND-FIGHT
  Benefit: The character does not suffer penalties associated with
  attacking or defending with melee weapons or while unarmed in poor
  light, absolute darkness, or against an invisible opponent. 
  BLIND-SHOOT
  Benefit: The character suffers half penalties associated with
  attacking with ranged weapons in poor light, absolute darkness, or
  against an invisible opponent. This Feat can be assigned twice to
  reduce the penalty to zero. The character must be capable of
  detecting the general presence of the target, however, through
  one of his or her senses (smell, hearing, sixth sense, etc.).
  BLOCK RANGED ATTACKS
  Prerequisites: Dexterity 13+
  Benefit: Under normal circumstances, a character cannot use a
  Block Defence (page 120) against a ranged attack. With this Feat, a
  character gains this defensive option.
  BRAWL
  Benefit: When making an unarmed attack, the character receives a
  +1 bonus on attack rolls, and delivers stun damage (see page 65) equal
  to 1d6 + his or her Strength modifier.
  CHAPTER 8:
  FEATS
  Alexzander Knight's
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  84
  ENDURANCE
  Benefit: Whenever the character makes a check for performing a
  physical action that extends over a period of time (running, swimming,
  holding the character’s breath, and so on), the character gets a +4 bonus
  to the check. 
  ENLARGE SPELL
  Benefit: An enlarged spell has its range doubled. Spells whose
  ranges are not defined by distance do not have their ranges increased. A
  spell whose area or effect is determined by its range has the dimensions
  of its area or effect increased proportionally. An enlarged spell uses up a
  spell slot one Rank higher than the spell’s actual Rank. 
  EXTEND SPELL
  Benefit: An extended spell lasts twice as long as normal. Spells with
  a concentration, instantaneous, or permanent duration are not affected by
  this Feat. An extended spell uses up a spell slot one Rank higher than the
  spell’s actual Rank. 
  FAR SHOT
  Prerequisite: Point Blank Shot
  Benefit: When the character uses a projectile weapon, such as a
  bow, its range increment increases by one-half (multiply by 1.5). When
  the character uses a thrown weapon, its range increment is doubled. 
  FORCE STOP
  Prerequisites: Drive Skill 4+ Ranks
  Benefit: When the character attempts to sideswipe a surface vehicle
  with his or her own, the character can force the other vehicle to a stop by
  nudging it into a controlled sideways skid. 
  FRIGHTFUL PRESENCE
  Prerequisites: Charisma 15+, Intimidate Skill 9+ Ranks
  Benefit: When the character uses this Feat, all opponents within 10
  feet who have fewer Ranks than the character must make a Will saving
  throw (DC 10 + one-half the character’s Level + the character’s
  Charisma modifier). An opponent who fails his or her save is shaken,
  taking a -2 penalty on attack rolls, saves, and Skill checks for a number
  of rounds equal to 1d6 + the character’s Charisma modifier. The
  character can use the Feat once per round as a free action. A successful
  save indicates that the opponent is immune to the character’s use of this
  Feat for 24 hours. This Feat does not affect creatures with an Intelligence
  of 3 or lower.
  GREAT CLEAVE
  Prerequisites: Strength 13+, Cleave, Power Attack, Base Attack
  Bonus +4
  Benefit: As Cleave, except that the character has no limit to the
  number of times he or she can use it per round.
  GREAT FORTITUDE
  Benefit: The character gets a +2 bonus on all Fortitude saving throws.
  HEIGHTEN SPELL
  Benefit: A heightened spell has a higher spell Rank than normal (up
  to 9th Rank). Unlike other magical Feats, Heighten Spell actually
  increases the effective Rank of the spell that it modifies. All effects
  dependent on spell Rank (such as saving throw DCs) are calculated
  according to the heightened Rank. The heightened spell is as difficult to
  prepare and cast as a spell of its effective Rank. 
  CLEAVE
  Prerequisites: Strength 13+, Power Attack
  Benefit: If the character deals an opponent enough damage to make
  the opponent drop (either by knocking the opponent out or by reducing
  the opponent’s Hit Points to less than 0), the character gets an immediate
  extra melee attack against another opponent adjacent to the character.
  The extra attack is with the same weapon and at the same bonus as the
  attack that dropped the previous opponent. The character can use this
  ability once per round.
  COMBAT MARTIAL ARTS
  Prerequisite: Base Attack Bonus +1
  Benefit: With an unarmed strike, the character inflicts damage
  equal to 1d4 + Strength modifier. 
  CONCEALMENT
  Benefit: The character has an unearthly ability to conceal weapons
  about his or her person. As long as the character has something to hide
  the weapons (even if it only long hair or a light robe) the character’s
  weapons will not be noticed by anything short of an actual physical
  search, and such a search is conducted at a -8 penalty. A Special Attack
  weapon with the Concealable Ability is even harder to find: searches
  suffer a -12 penalty.
  DEFLECTION
  Prerequisites: Dexterity 13+
  Benefit: If the character makes a successful Block Defence, he or she
  can deflect a standard melee or ranged attack away harmlessly without
  damaging the blocking object.  The GM may decide that some types of
  attacks cannot be deflected.  When trying to deflect a Special Attack
  (page 61), the Block Defence roll is penalised: -2 for each Rank of the
  Special Attack.
  DODGE
  Prerequisite: Dexterity 13+
  Benefit: During the character’s action, the character designates an
  opponent and receives a +1 dodge bonus to Defence against any
  subsequent attacks from that opponent. The character can select a new
  opponent on any action. A condition that makes the character lose his or
  her Dexterity bonus to Defence also makes the character lose dodge
  bonuses.
  DOUBLE TAP
  Prerequisites: Dexterity 13+, Point Blank Shot
  Benefit: When using a semiautomatic firearm with at least two
  bullets loaded, the character may fire two bullets as a single attack
  against a single target. The character receives a -2 penalty on this attack,
  but deals +1 die of damage with a successful hit.
  EMPOWER SPELL
  Benefit: All variable, numeric effects of an empowered spell are
  increased by one-half. An empowered spell deals half again as much
  damage as normal, cures half again as many Hit Points, affects half again
  as many targets, etc., as appropriate. Saving throws and opposed rolls
  (such as the one the character makes when the character casts dispel
  magic) are not affected. Spells without random variables are not affected.
  An empowered spell uses up a spell slot two Ranks higher than the spell’s
  actual Rank. 
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  MAXIMISE SPELL
  Benefit: All variable, numeric effects of a maximised spell are
  maximised. A maximised spell deals maximum damage, cures the
  maximum number of Hit Points, affects the maximum number of
  targets, etc., as appropriate. Spells without random variables are not
  affected. A maximised spell uses up a spell slot three Ranks higher than
  the spell’s actual Rank. 
  MOUNTED COMBAT
  Prerequisite: Ride Skill
  Benefit: Once per round when the character’s mount is hit in
  combat, the character may make a Ride check to negate the hit. The hit
  is negated if the character’s Ride check is greater than the attack roll
  (essentially, the Ride check becomes the mount’s Armour Class if it’s
  higher than the mount’s regular AC). 
  ONE SHOT LEFT
  Benefit: The character will always have at least one projectile
  remaining for his or her ranged weapon, even after an extended combat.
  This might be a final bullet in a gun, arrow in a quiver, plasma unit in a
  wrist blaster, or stone in a sling. This option does not remove the need to
  reload weapons in a game that uses realistic ammunition rules, but rather
  assures that the character will not be forced to reload at a critical
  moment. One Shot Left does not affect weapons or Special Attacks built
  using the Limited Shots Disability (page 66).
  POINT BLANK SHOT
  Benefit: The character gets a +1 bonus on attack and damage rolls
  with ranged weapons against opponents within 30 feet.
  PORTABLE ARMOURY
  Benefit: 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
  must still be acquired via the Personal Gear Attribute (page 57), 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 Portable Armoury may also make field modifications on
  their weapons, switching options such as laser sights or scopes in a single
  round.
  POWER ATTACK
  Prerequisite: Strength 13+
  Benefit: On the character’s action, before making attack rolls for a
  round, the character may choose to subtract a number from all melee
  attack rolls and add the same number to all melee damage rolls. This
  number may not exceed the character’s base attack bonus. The penalty
  on attacks and bonus on damage applies until the character’s next action.
  QUICKEN SPELL
  Benefit: Casting a quickened spell is a free action. The character can
  perform another action, even casting another spell, in the same round as
  the character casts a quickened spell. The character may only cast one
  quickened spell per round. A spell whose casting time is more than 1 full
  round cannot be quickened. A quickened spell uses up a spell slot four
  Ranks higher than the spell’s actual Rank. 
  IMPROVED BRAWL
  Prerequisites: Brawl, Base Attack Bonus +3
  Benefit: When making an unarmed attack, the character receives a
  +2 competence bonus on his or her attack roll, and the character inflicts
  stun damage (see page 65) equal to 1d8 + the character’s Strength modifier.
  IMPROVED INITIATIVE
  Benefit: The character gets a +4 bonus on Initiative checks. 
  IMPROVED KNOCKOUT PUNCH
  Prerequisites: Brawl, Knockout Punch, Base Attack Bonus +6
  Benefit: When making the character’s first unarmed attack against
  a flat-footed opponent, treat a successful attack as a critical hit. This
  critical hit deals triple damage.
  IMPROVED TRIP
  Prerequisites: Intelligence 13+
  Benefit: If the character trips an opponent in melee combat, the
  character immediately gets to make a melee attack against that opponent
  as if the character had not used his or her attack action for the trip
  attempt.
  IRON WILL
  Benefit: The character gets a +2 bonus on all Will saving throws.
  JUDGE OPPONENT
  Benefit: The character can judge his or her opponent’s approximate
  Base Attack Bonus and weapon Skill Rank from the foe’s attitude and
  posture even without actually seeing him or her fight. Additionally, the
  character can accurately estimate the opponent’s remaining Hit Points.
  For both of these advantages, the GM may decide to provide descriptive
  indications such as “your enemy is much better than you with a sword,
  but if you connect a few times with your ki blast, it will drop him,” rather
  than saying “the enemy’s base attack bonus is +10, with a Melee Attack
  (Sword) Skill of 2, and he has 60 Hit Points remaining.”
  KNOCKOUT PUNCH
  Prerequisites: Brawl, Base Attack Bonus +3
  Benefit: When making the character’s first unarmed attack against
  a flat-footed opponent, treat a successful attack as a critical hit.
  LEAP ATTACK
  Prerequisites: Dexterity 13+, Base Attack Bonus +3
  Benefit: The character can make leaping attacks with his or her
  melee weapon, delivering additional damage due to momentum. Any
  time the character has a higher Initiative than his or her opponent, he or
  she may attempt a leaping attack. If the strike is successful (it hits and
  the target fails a defence) the character gets an extra +2 bonus to damage
  and may additionally add half his or her Jump Skill Ranks (if any) to the
  damage. If the character fails to hit, however, or the opponent succeeds
  with his or her defence, the character is off balance and receives a -4
  penalty to any further defence checks until his or her turn to act in the
  following round.
  LIGHTNING REFLEXES
  Benefit: The character gets a +2 bonus on all Reflex saving throws.
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  STEADY HAND
  Prerequisites: Dexterity 13+
  Benefit: This is the ability to attack with ease while moving quickly
  (running or sprinting, flying at high speeds, etc.) or otherwise engaged in
  complex stunts. This reduces the penalties suffered for attacking while in
  motion. Each penalty is reduced by 2 (to a minimum of 0). A character with
  this Feat may also use weapons in conjunction with the Tumble Skill, and
  may aim while they are moving. This Feat may be assigned more than once.
  STUNNING FIST
  Prerequisites: Dexterity 13+, Wisdom13+, Base Attack Bonus +8
  Benefit: Declare that the character is using the Feat before making
  an attack roll (thus, a missed attack roll ruins the attempt). It forces a foe
  damaged by the character’s unarmed attack to make a Fortitude saving
  throw (DC 10 + one-half the character’s Level + Wis modifier), in
  addition to dealing damage normally. If the defender fails his saving
  throw, he is stunned for 1 round (until just before the character’s next
  action). A stunned character can’t act and loses any Dexterity bonus to
  Armour Class. Attackers get a +2 bonus on attack rolls against a stunned
  opponent. The character may attempt a stunning attack once per day for
  every four Ranks attained, and no more than once per round. 
  TWO-WEAPON FIGHTING
  Prerequisite: Dexterity 15+
  Benefit: The character can effectively fight with two melee or
  ranged weapons at once against the same or different targets, provided
  both weapons are designed for one-handed use. When using two
  weapons, the character can attack twice using the normal Two Weapons
  rules (page 116), but the penalties for doing so are reduced by 2 each time
  this Feat is assigned (to a minimum of 0). Alternatively, the character can
  attack with one weapon and defend with another receiving a -2 penalty
  to Attack checks he or she makes but adding a +2 bonus to his or her
  Defence checks vs. melee or unarmed attacks. This bonus lasts until the
  character’s turn in the following round.
  VEHICLE DODGE
  Prerequisites: Dexterity 13+, Drive Skill 6+ Ranks
  Benefit: When driving a vehicle, during the character’s action the
  character designates an opposing vehicle or a single opponent. The
  character’s vehicle and everyone aboard it receive a +1 dodge bonus to
  Defence against attacks from that vehicle or opponent. The character can
  select a new vehicle or opponent on any action.
  WEAPONS ENCYCLOPAEDIA 
  Prerequisites: Intelligence 13+
  Benefit: A character has the ability to recall the vital statistics and
  important quirks of practically all known commercially available weapons.
  This includes, but is not limited to, its general level of reliability as well as
  all vital statistics — material composition, ammunition capacity, calibre,
  possible outfitted accessories, etc. Characters without this ability will only
  have such information on weapons they actually own or use regularly and
  will need to successfully roll an Intelligence based Knowledge: Military
  Science (Hardware Recognition) Skill check to recall important details. In
  addition, Weapons Encyclopaedia also includes knowledge on acquiring
  weapons, so characters will have a +4 bonus on any Knowledge: Streetwise
  or Knowledge: Business Skill checks needed to locate or buy weapons.
  WHIRLWIND ATTACK
  Prerequisites: Dexterity 13+, Intelligence 13+, Dodge, Base
  Attack Bonus +4
  Benefit: A character can give up all his or her regular attacks for the
  round and instead make one melee attack at the character’s highest Base
  Attack Bonus against each adjacent opponent.
  RAPID SHOT
  Prerequisites: Dexterity 13+, Point Blank Shot
  Benefit: The character can get one extra attack per round with a
  ranged weapon. The attack is at the character’s highest base attack
  bonus, but each attack (the extra one and the normal ones) suffers a -2
  penalty. 
  REFLECTION
  Prerequisite:
  Deflection Feat
  Benefit: If the character makes a successful Deflection defence (see
  page 84) and a successful attack roll (which uses an attack action), he or
  she can reflect a standard melee or ranged attack towards any target
  within range (including the attacker) without damaging the blocking
  object. This Reflection is treated as a normal attack against the target
  using standard attack rules (see page 115).  The GM may decide that
  some types of attacks cannot be reflected.
  RUN
  Benefit: When sprinting, the character moves five times normal
  speed instead of four times normal speed. If the character makes a
  running jump, increase the distance or height cleared by one-fourth, but
  not past the maximum. 
  SNEAK ATTACK
  Benefit: If the character attacks a target who cannot defend him or
  herself effectively (the target has a situational defence roll or Armour
  Class penalty), the attacker adds an additional +1d6 damage each time
  this Feat is assigned. 
  SILENT SPELL
  Benefit: A silent spell can be cast with no verbal components. Spells
  without verbal components are not affected. A silent spell uses up a spell
  slot one Rank higher than the spell’s actual Rank. 
  SPELL FOCUS
  Benefit: Choose a school of magic, such as Illusion. The character’s
  spells of that school are more potent than normal. Add +2 to the
  Difficulty Class for all saving throws against spells from the school of
  magic the character selects to focus on. The character can gain this Feat
  multiple times. Its effects do not stack. Each time the character takes the
  Feat, it applies to a new school of magic. 
  SPIRITED CHARGE
  Prerequisites: Mounted Combat, Ride Skill
  Benefit: When mounted and charging into combat, the character
  deals double damage with a melee weapon (or triple damage with a
  lance). 
  STILL SPELL
  Benefit: A still spell can be cast with no somatic (movement)
  components. Spells without somatic components are not affected. A still
  spell uses up a spell slot one Rank higher than the spell’s actual Rank. 
  STREETFIGHTING
  Prerequisites: Brawl, Base Attack Bonus +2
  Benefit: Once per round, if the character makes a successful melee
  attack with an unarmed strike or a light weapon, the character deals an
  extra 1d4 damage.
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  CHAPTER 9:
  DEFECTS
  It is recommended that you assign no more than eight Defects to
  your character. In most cases two-five Defects are appropriate.
  ACHILLES HEEL
  The character loses twice as many Hit Points as normal from a
  particular attack form, which must fit with the character concept. It
  might be something with appropriate mystic resonance, such as wooden
  stakes for vampires or silver for werewolves. It could also reflect the
  character’s nature such as a robot taking extra damage from water (as it
  causes short circuits), or an alien’s weakness to weapons from his or her
  home planet. The GM must approve any Achilles Heel Defects. A
  character may have an Achilles Heel to either a common, uncommon, or
  rare attack form (in the context of the campaign).
  ACTIVATION TIME
  Linked to Attribute. A character with this Defect cannot use one of
  his or her Attributes whenever desired because it requires a short time to
  activate. Once activation has started, only the character can stop it from
  becoming active when the appropriate time is up. This could represent a
  physical change that is not instantaneous, the collection of spiritual
  energies to perform a task, a device that takes time to “power up,” or an
  Attribute that only works when the character is mentally prepared (or
  angry, or overcome with another emotion).
  One additional BP is granted if the activation can be interrupted
  temporarily, but restarted where it left off. One example of this is an Item
  of Power body suit that the character must put on. If the character stops
  activating the Power (i.e. stops dressing) to make a phone call, he or she
  can continue afterwards. 2 additional BP are granted if the activation
  must start again from the beginning if it is interrupted before the
  Activation Time has elapsed. An example of this is a spell that must be
  chanted completely before the Power activates; if it is interrupted, the
  spell must be started again from the beginning. The Concentration Defect
  (page 88) is often linked to these two applications of Activation Time.
  BACKLASH
  Linked to Attribute that requires a check to activate (GM’s
  discretion). The character suffers from an unfortunate side effect whenever
  an associated Attribute fails to work. If the character fails his or her check
  when using the Attribute, the character is hit with the energy or essence
  that would have powered the Attribute’s use. The Backlash could be
  physical damage, memory loss, Ability Score drain, disorientation, or
  many other effects that make the character’s life more difficult. The player
  and GM should determine the game effect of the Backlash.
  BANE
  A character with the Bane Defect is vulnerable to an otherwise non-
  damaging substance such as water, sunlight, or a specific element, material,
  or object. The Bane should relate to the character’s background or powers
  STEP 9: 
  SELECT DEFECTS
  Defects are disadvantages through which your character must
  suffer in order to overcome the hardships of day-to-day life. Defects serve
  as an excellent and often comical role-playing opportunity. They only
  impede your character to a limited extent and are not intended to totally
  negate his or her many abilities.
  The Defects that have “Linked to Attribute” in their description are
  direct limitations on your character’s Attributes, rather than more
  general disadvantages. The combined Character Points and Bonus Points
  associated with the Attribute cannot be lower than 1. For example, if a
  character’s Rank 1 Teleport (5 Character Points) is restricted with a 9 BP
  Limited Use, Instantaneous Defect, the Defect actually only returns 4 BP
  to the character (since Teleport costs at least 1 Point).
  By taking a character Defect you can gain up to three (or occasionally
  more) Bonus Points (BP) to increase Ability Scores or Attributes Ranks, or
  select additional Attributes. The number of Points you receive is directly
  proportional to how much the Defect hinders your character; Defects that
  do not inflict a significant disadvantage (such as a weakness to bullets made
  from the earth of planet Neptune) are not worth any BP. After you have
  selected your character’s Defects, return to the previous steps to use your
  Bonus Points (treat Bonus Points as extra Character Points).
  My Overconfident, Lazy, Stubborn, Honourable Hero
  No, you don’t get any Bonus Points for creating overconfident
  characters in BESM d20.  Or truthful ones, or sadistic ones, or shy
  ones.  Less desirable personality traits should appear in the game
  through role-playing, not Points on a character sheet.  If your
  character is a coward, then portray him or her as cowardly.  It’s
  just that simple.
  Defects represent disadvantages over which your character
  has little or no control (i.e. no free will).  One example is Phobia
  — a person with an irrational fear has no choice but to be afraid
  of the specific trigger.  A Phobia is not a personality trait.
  1 BP
  The attack form is rare.
  2 BP
  The attack form is uncommon.
  3 BP
  The attack form is common.
  1 BP
  The Attribute requires a round to initiate.
  2 BP
  The Attribute requires a minute to initiate.
  3 BP
  The Attribute requires an hour to initiate.
  1 BP
  The backlash occurs if the character fails the check by 6 or more.
  2 BP
  The backlash occurs if the character fails the check by 3 or more.
  3 BP
  The backlash occurs if the character fails the check by 1 or more.
  TABLE 9-1: DEFECTS
  DEFECT
  PAGE
  Achilles Heel
  87
  Activation Time 
  87
  Backlash 
  87
  Bane 
  87
  Blind Fury 
  88
  Concentration 
  88
  Conditional Ownership 
  88
  Confined Movement 
  88
  Cursed 
  88
  Dependent 
  88
  Detectable 
  90
  Easily Distracted 
  90
  Famous 
  90
  Girl/Guy Magnet 
  91
  Incomplete Training 
  91
  Inept Attack 
  91
  Inept Defence 
  91
  Involuntary Physical Change 91
  Ism 
  91
  Limited Use, Instantaneous 91
  Limited Use, Ongoing 
  91
  Magical Restrictions 
  91
  Marked 
  92
  DEFECT
  PAGE
  Maximum Force 
  92
  Nemesis 
  92
  Not So Tough 
  93
  One-Way Transformation 
  93
  Owned 
  93
  Part of Body 
  93
  Permanent 
  93
  Phobia 
  93
  Physical Impairment 
  93
  Recurring Nightmares 
  93
  Red Tape 
  93
  Reduction 
  94
  Restriction 
  94
  Sensory Impairment 
  94
  Significant Other (S.O.) 
  94
  Skeleton in the Closet 
  94
  Special Requirement 
  95
  Unique Defect 
  95
  Unreliable Power 
  95
  Unskilled 
  95
  Vulnerability 
  95
  Wanted 
  95
  Weak Point 
  95
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  CONDITIONAL OWNERSHIP
  Linked to Attribute. Only a character who possesses the Item of
  Power, Own a Big Mecha, or Personal Gear Attributes (pages 50, 56, and
  57) can acquire this Defect. The character’s possessions granted by those
  Attributes actually belong to another person or organisation. They are
  issued to the character, but the agency imposes “mild,” “strict,” or
  “severe” conditions on their use.
  “Mild conditions” indicate that the character can use the objects for
  some personal business (such as travelling), but if he or she is released
  from the organisation or disobeys direct orders, the objects can be taken
  away. The character can also be assigned different objects at any time. For
  example, a police detective might have conditional use of an unmarked
  police car.
  “Strict conditions” indicate that the character is only permitted to
  use the objects for activities as ordered by the organisation. This is the
  way most military and police equipment is issued. If the character is
  caught using the objects for personal activities, he or she will receive a
  severe reprimand.
  “Severe conditions” indicate that the character can only use the
  objects under specific orders. A government owned time travel device
  would probably fall under these conditions. Using the objects at any
  other time results in incarceration, physical punishment, or even death.
  CONFINED MOVEMENT
  This Defect prevents the character from leaving a narrowly defined
  area. This may represent, for example, an undead villain that is cursed to
  haunt a particular place, an android that is programmed to follow a
  specific guard route, or a government-licensed magical girl that is only
  registered for travel in a specific region.
  CURSED
  A Cursed character has likely offended a great being of power in his
  or her past, or is the direct descendent of someone who did (Curses often
  pass through bloodlines). The Curse can take a near limitless number of
  forms, but should not provide a character with an obvious advantage
  (remember, it’s a curse!). The exact nature, background, and limitations
  of the Curse should be discussed with the GM.
  DEPENDENT
  Linked to Attribute. The character cannot use the chosen Attribute
  without first using a second (or more) Attribute. If the character fails to
  activate the second Attribute, he or she cannot use the other one either.
  Examples of the Dependent Defect include: a character who can fly after
  activating his Force Field (Flight dependent upon Force Field), a character
  who gains additional Armour when invisible (Armour dependent upon
  in some way. For example, a fire demon’s bane might be water, while myths
  indicate that a vampire suffers damage when touched by a crucifix. 
  The character suffers damage if his or her skin is physically touched
  by the Bane. If the Bane does not require direct physical contact (such as
  sunlight, seeing one’s reflection, hearing the noise of a church or temple
  bell, or having the Bane in close proximity), the damage is halved.
  Alternatively, if the Bane only affects the character when ingested, the
  damage is doubled. Finally, the damage rating assumes that the Bane is
  common, such as water, sunlight, steel, or wood. If it is less common such
  as a holy symbol, Buddhist scripture, or rare element, the damage is also
  doubled. If it is even more rare, such as one particular artefact, the
  damage may be tripled or quadrupled.
  BLIND FURY
  Under specific conditions selected by the player (and approved by
  the GM), the character will enter a state of unbridled anger. While
  enraged, the character will furiously attack the closest person, whether
  that individual is a friend or foe. Once that person is defeated or flees, the
  berserk character will attack the next closest “threat.” Examples of
  conditions that might initiate Blind Fury include: receiving a certain
  amount of damage, sight of blood, a specific sound or smell, being
  outnumbered in combat, seeing a friend in mortal danger, confrontation
  with a specific opponent, etc.
  The character can only return to a normal emotional state under
  another specific condition. This return could involve a Willpower save, or
  could be an automatic reversion. Examples of return conditions include:
  no opponents in the vicinity, a specific calming technique performed by
  an ally, solitude, injection of a particular drug, being knocked
  unconscious, etc.
  CONCENTRATION
  Linked to Attribute. The character must concentrate while using a
  specific Attribute that functions over a period of time; it does not apply
  to Attributes with an instantaneous effect. If the character’s
  concentration is interrupted voluntarily or by an outside event, the
  Attribute ceases to function.
  CHAPTER 9:
  DEFECTS
  1 BP
  The Bane causes minor damage (1d6/round of exposure).
  2 BP
  The Bane causes moderate damage (2d6/round of exposure).
  3 BP
  The Bane causes severe damage (3d6/round of exposure).
  1 BP
  The character suffers from a slight disadvantage.
  2 BP
  The character suffers from a moderate disadvantage.
  3 BP
  The character suffers from a severe disadvantage.
  1 BP
  Mild conditions are imposed on the objects’ ownership and
  usage.
  2 BP
  Strict conditions are imposed on the objects’ ownership and
  usage.
  3 BP
  Severe conditions are imposed on the objects’ ownership and
  usage.
  2 BP
  Restricted to a large area (100-mile radius), such as a single
  county or large city.
  4 BP
  Restricted to a small area (1-mile radius), such as a small town
  or large, multi-structure complex.
  6 BP
  Restricted to a tiny area (300-foot radius), such as a small village
  or single building.
  1 BP
  Initiating the Blind Fury is difficult; reverting to normal emotional
  state is easy.
  2 BP
  Initiating the Blind Fury and reverting to a normal emotional state
  are both moderately difficult. 
  3 BP
  Initiating the Blind Fury is easy; reverting to normal emotional
  state is difficult.
  1 BP
  The Attribute requires slight concentration. The character can
  still perform other non-combat actions, but cannot engage in
  combat or use other Attributes that also require Concentration.
  2 BP
  The Attribute requires intense concentration. The character can
  move at a slow speed and talk with others while using the
  Attribute, but cannot perform any complex actions or use any
  other Attribute.
  3 BP
  The Attribute requires full concentration. The character cannot
  do anything else while using the Attribute; he or she must
  remain still and devote full attention to the Power. 
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  EASILY DISTRACTED
  Some characters are Easily Distracted by events, objects, people, or
  ideas, which are collectively known as triggers. Notable examples of
  triggers include attractive members of the opposite (or same) sex, wealth,
  food, movie stars, hobbies, gossip, hot cars, music, one’s own looks, books
  or scrolls of ancient lore, and magical items. A character with this Defect
  will become enthralled with the trigger until it can no longer influence
  him or her. Many characters have interests in a variety of triggers but do
  not possess this Defect because their interest is moderated by their sense
  of judgement.
  FAMOUS
  The character is recognisable by many people, and thus it is difficult
  for him or her to keep secrets or maintain a private life. Journalists and
  photographers may hound the character regularly, and report his or her
  Invisibility), a character that can run much more quickly after stretching
  his or her legs and growing (Speed dependent upon Elasticity and Size
  Change), etc. The player must justify the Dependent Defect to the GM
  to avoid silly combinations.
  DETECTABLE
  Linked to Attribute. While using a specific Attribute, the character
  can be pinpointed and possibly identified by others who have specific
  detection techniques. For example, the Attribute’s use may make a loud
  noise or a bright flash, send vibrations through the ground, or emanate
  mental shock waves. Detection techniques include: astral; ethereal;
  human sight, hearing, or sense of smell; infrared; mental; radar;
  radiation; sonar; spiritual; ultraviolet; vibration; and others. The Special
  Attack Attribute (page 61) is an exception to this Defect — characters
  must acquire an Attack Ability to make the attack undetectable.
  CHAPTER 9:
  DEFECTS
  1 BP
  The Attribute’s use can be detected using 1-2 methods.
  2 BP
  The Attribute’s use can be detected using 3-5 methods.
  3 BP
  The Attribute’s use can be detected using 6-9 methods.
  1 BP
  The character has regional fame.
  2 BP
  The character has national fame.
  3 BP
  The character has international fame
  1 BP
  The Dependent Attribute cannot work until 1 other Attribute is
  activated.
  2 BP
  The Dependent Attribute cannot work until 2 other Attributes are
  activated.
  3 BP
  The Dependent Attribute cannot work until 3 other Attributes are
  activated.
  1 BP
  The character is distracted by a trigger that is encountered
  infrequently. 
  2 BP
  The character is distracted by a few infrequent triggers, or by
  one trigger that is encountered frequently.
  3 BP
  The character is distracted by several infrequent triggers, or by
  one trigger that is encountered constantly.
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  This Defect is assigned once to indicate the character can
  accidentally change from normal to Alternate Form or from Alternate
  Form to normal form. The Defect is assigned twice if the character can
  transform both ways unintentionally.
  ISM
  Ism is discrimination based solely on one particular aspect of a
  character. Examples of Ism include: ageism, elitism, racism, sexism, or
  discrimination based on education, species, genetics, sexual preference,
  occupation, religion, physical features, etc. The players and GM are
  strongly encouraged to discuss these contentious discrimination issues,
  and their role in the game, before play begins.
  LIMITED USE, INSTANTANEOUS
  Linked to Attribute with an instantaneous effect. The character can
  only use a specific Attribute occasionally. This may result from a need to
  recharge the Attribute (or a device), an incredible drain on the character’s
  internal reserves, or a different form of limitation. Only under exceptional
  circumstances (and at a great sacrifice) can the character use the Attribute
  more often than indicated by this Defect. 
  LIMITED USE, ONGOING
  Linked to an Attribute that can be used on an ongoing basis. After
  the character uses a specific Attribute, he or she cannot use it again for a
  specific period of time; the longer the Attribute is used, the longer the
  rest period must be. For example, the muscles of a character with
  Superstrength may need time to recuperate after use, or an Item of Power
  that grants Flight may need to be recharged between uses. Only under
  exceptional circumstances (and at a great sacrifice) can the character use
  the Attribute again before the waiting period has elapsed.
  MAGICAL RESTRICTIONS
  Only someone with the Dynamic Sorcery or Magic Attributes can
  take this Defect. The character’s magic is either difficult to perform or
  occasionally ceases to function or both. Magical restrictions can be minor
  or major.
  Some examples of minor restrictions are:
  • The character must always dress in a peculiar set of ritual clothing (or
  body paint, or whatever) to use magic.
  • The character must transform into a special costume in order to use his
  or magic. This is very common for “magical girl” type characters.
  • The character’s magic works at the pleasure of a patron spirit, god,
  actions on television, in newspapers, and on websites. While being
  Famous may have some privileges (preferred seating at restaurants, daily
  special treatment, etc.), it is a significant disadvantage for a character that
  maintains a secret identity (such as a magical girl)..
  GIRL/GUY MAGNET
  The character attracts susceptible girls (or guys, or even both sexes)
  like bees to nectar. For some reason they are just drawn to the character,
  fall helplessly in love (or lust), and will not let go nor give the character a
  minute’s peace. Even worse, they will fight each other over the character
  to keep one another from consummating the relationship. The Girl/Guy
  Magnet does not represent some unusual charisma on the part of the
  character but rather his or her fate to constantly meet obsessed people. 
  INCOMPLETE TRAINING
  This Defect requires GM permission. The character’s training and
  development in his or her class was not as extensive as it should have
  been. The character does not gain one or more “Special” benefits
  associated with class progression upon gaining a new Rank. The Bonus
  Points returned by this Defect is equal to the Character Point cost of the
  specific benefit (though the GM may penalise the character by returning
  one less Point). The Bonus Points returned are typically used to acquire
  alternative Attributes.
  INEPT ATTACK
  This Defect reflects a character’s poor judgement in offensive
  combat situations, which makes it much more difficult to strike an
  opponent successfully. A character with the Inept Attack Defect suffers a
  penalty to his or her base attack bonus.
  INEPT DEFENCE
  This Defect reflects a character’s poor judgement in defensive
  combat situations, which can often place him or her in precarious
  positions. A character with the Inept Defence Defect suffers a penalty to
  his or her Armour Class. 
  INVOLUNTARY PHYSICAL CHANGE
  This Defect is only available to characters who have the Alternate
  Form Attribute (page 39). The character may accidentally change from
  normal form to the Alternate Form (or vice versa), or an external trigger
  (cold water, natural force, etc.) may induce the change. This Defect may
  represent a character who: transforms between identities upon hearing or
  uttering a specific sound or word, reverts to normal form when a
  particular chemical in the body is in low quantities (such as sugar or salt),
  transforms when a button on a gadget or Item of Power is pushed,
  transforms in times of stress, etc.
  CHAPTER 9:
  DEFECTS
  3 BP
  The character’s Base Attack Bonus is decreased by 1.
  6 BP
  The character’s Base Attack Bonus is decreased by 2.
  9 BP
  The character’s Base Attack Bonus is decreased by 3.
  2 BP
  The character’s Armour Class is decreased by 1.
  4 BP
  The character’s Armour Class is decreased by 2.
  6 BP
  The character’s Armour Class is decreased by 3.
  1 BP
  It is difficult to trigger the Involuntary Change.
  2 BP
  It is moderately easy to trigger the Involuntary Change.
  3 BP
  It is easy to trigger the Involuntary Change.
  1 BP
  The character experiences a small degree of discrimination.
  2 BP
  The character experiences a large degree of discrimination.
  3 BP
  The character experiences a severe degree of discrimination.
  3 BP
  The character can only use the Attribute three times a day.
  6 BP
  The character can only use the Attribute twice a day.
  9 BP
  The character can only use the Attribute once a day.
  1 BP
  Only a couple of girl/guy characters are actively chasing the
  character.
  2 BP
  Several girls/guys are actively chasing the character.
  3 BP
  Swarms of girls/guys are actively chasing the character; a new
  one appears every adventure or two.
  1 BP
  For every minute the character uses the Power, he or she must
  wait 1 minute before the Attribute functions once again.
  2 BP
  For every minute the character uses the Power, he or she must
  wait 5 minutes before the Attribute functions once again.
  3 BP
  For every minute the character uses the Power, he or she must
  wait 10 minutes before the Attribute functions once again.
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  NEMESIS
  The character has someone in his or her life that actively interferes
  with goal achievement on a regular basis. This Nemesis can take several
  forms. He or she could be a professional rival such as someone competing for
  the favour of the character’s boss. The Nemesis could also be personal; for
  example, a thief may be pursued by a cop who devotes his or her existence
  to putting the character behind bars. The Nemesis may even be a romantic
  rival such as someone chasing the same person the character is pursuing.
  The Nemesis should be someone who makes the character’s life
  difficult frequently (and cannot easily be removed), but the Nemesis does
  not need to be a mortal enemy. It might be someone the character loves
  very much, but one whom they cannot avoid. An overbearing parent who
  lives at home is an example of this. If for any reason the Nemesis is
  defeated or goes away, the GM should create another Nemesis, unless the
  player also wishes to use Power Points gained through advancement to
  eliminate the Defect permanently.
  goddess, or demon and may cease to function if the character disobeys
  the patron’s commands or violates particular religious or other strictures.
  • The character’s magic is limited if the character violates certain minor
  taboos.
  • About half of the character’s magic powers are dependent on
  possession of a particular item, which may or may not also be an Item
  of Power. Should the character ever lose or misplace the item, he or she
  cannot access these powers.
  Some examples of major restrictions are:
  • The character’s magic ceases to function if he or she is in contact with
  metal, carrying it, or wearing it on his or her body.
  • The character must perform blood sacrifices for his or her magic to work.
  • The character’s magic only functions half or less of the time; for
  example, it may not work during daylight or only work when the
  moon is visible.
  • Nearly all the character’s magic (except possibly a minor power or
  two) is dependent on possession of a particular item, which may or
  may not also be an Item of Power. Should the character ever lose or
  misplace the item, he or she cannot access the item-dependent powers.
  Magical Restrictions of this sort are a good way to establish the
  nature of a particular form or school of magic. This Defect cannot be
  taken if its BP value would be equal to or greater than the Points the
  character spent to acquire Magic or Dynamic Sorcery.
  MARKED
  A character is considered Marked if his or her body hosts a
  permanent and distinguishing design that may be difficult to conceal.
  The design may be a family symbol, an identifying birthmark, a
  permanent scar, or a unique tattoo. If the mark is not considered out of
  the ordinary (such as freckles or a common tattoo), this Defect does not
  apply. Characters who are obviously non-human (robotic, demonic, alien,
  etc.) in a setting where most people are human (or vice versa) would also
  have the Marked Defect. In a standard high-fantasy setting, none of the
  typical races (dwarves, elves, halflings, etc.) have this Defect.
  MAXIMUM FORCE
  Linked to Attribute. The character cannot use a specific Attribute
  at the lowest end of its power range. This could represent a character who
  is too talented for his or her own good, an item that only functions within
  certain parameters, a powerful character who pushes the Attribute’s
  limits so often that he or she has forgotten how to use it at a low Rank,
  or something different.
  This Defect is only appropriate for the following Attributes:
  Elasticity, Flight, Insubstantial, Jumping, Projection, Size Change,
  Special Attack (applies to damage only), Speed, Teleport, Transmutation,
  and Water Speed.
  Maximum Force extends to Rank 6, providing 1 BP each Rank. The
  restriction on an Attribute’s use is given below, where X is the number of
  Bonus Points granted and (X+1) is one Rank higher than the BP Rank.
  CHAPTER 9:
  DEFECTS
  1 BP
  The character’s magic suffers from one or a few minor
  restrictions.
  2 BP
  The character’s magic suffers from a major restriction.
  3 BP
  The character’s magic suffers from several minor and 1-2 major
  restrictions.
  1 BP
  The mark is easily concealable because it is small or in an
  inconspicuous location.
  2 BP
  The mark can be concealed, but this is difficult because it is
  large or in an obvious location.
  3 BP
  Under most circumstances, the mark cannot be concealed
  because it affects the character’s entire body.
  X BP
  The character cannot use up to Rank X of the Attribute. The
  Attribute must be at Rank (X+1) or higher.
  1 BP
  The Nemesis is merely annoying and/or interferes infrequently.
  2 BP
  The Nemesis may actively try to harm the character and/or
  interferes frequently.
  3 BP
  The Nemesis will always harm the character given the
  opportunity, and/or interferes constantly.
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  should discuss the problems and limitations associated with an eternally
  active Power.
  PHOBIA
  A Phobia is a fear (often irrational) of an event, object, or person
  that can limit a character’s choice of actions. Avoiding situations that
  could trigger the phobia may take a high priority in the character’s life.
  Note that a Phobia that effectively cripples the character with fear does
  not add constructively to the role-playing experience.
  PHYSICAL IMPAIRMENT
  The character has a physical impairment that makes aspects of daily
  life more challenging. Possible impairments include: one or more missing
  (or unusable) limbs, loss of speech, constant sickness, nagging injury,
  severe headaches, an android that requires frequent repairs, etc. The
  player and GM should discuss the problems and limitations associated
  with the impairment.
  RECURRING NIGHTMARES
  When the Recurring Nightmare Defect haunts a character, he or
  she has trouble sleeping at nights and functions at less-than-optimum
  performance during the day. The nightmare can be a memory of a tragic
  event or traumatic experience, or it might be something else such as a
  prophetic vision or warning. The nightmare may not occur every night
  but it will haunt the character on a regular basis. Additionally, the
  nightmares do not need to portray the exact same events repeatedly, but
  the visions should be related in some way. The details concerning the
  subject matter of the nightmares and why they occur is the responsibility
  of the GM and the player to create.
  RED TAPE
  The character must negotiate his or her way through a complicated
  bureaucracy in order to accomplish tasks. This Defect is often associated
  with characters who are members of law-enforcement organisations or
  similar government agencies that require paperwork. A large criminal
  organisation, however, may also require a character to receive permission
  from several levels of bosses before undertaking certain high-profile jobs.
  Red Tape also includes whatever measures the character must take
  “after the fact” to appease the organisation to which he or she belongs.
  For example, a cop may need to fill out a report every time his or her
  NOT SO TOUGH
  The character is less durable than his character Level would
  otherwise suggest. This Defect is appropriate for characters with a “glass
  jaw,” or those who succumb to physical trauma easily. A character may
  not take this Defect if it would reduce his or her Hit Points below 1.
  ONE-WAY TRANSFORMATION
  Linked to Attribute. This Defect is usually only be taken in
  conjunction with the Alternate Form, Elasticity, Insubstantial,
  Invisibility, or, Size Change Attributes. Once the character has
  transformed from a normal state, he or she cannot transform back to a
  prior form without meeting certain conditions. This might include a
  magical ritual, work by mechanics or lab technicians, consuming a
  specific substance, or simply the passage of time.
  OWNED 
  Free will has little meaning for a character who is Owned by a
  corporation, government, crime ring, or other organisation or individual.
  Control over the character can be exerted through a variety of methods
  including blackmail, brainwashing, legal contract, technology, or just
  highly effective propaganda. Dire consequences await a character whose
  actions conflict with the mandate of the owning body.
  PART OF BODY
  Linked to Attribute. Only part of the character’s body is affected by
  a specific Attribute, most commonly used for: Adaptation, Alternate
  Form, Armour, Invisibility, and Superstrength. For example, a character
  might only receive Armour benefits against abdominal attacks, possess
  the ability to turn his or her left arm invisible, or have bionic legs with
  Superstrength.
  PERMANENT
  Linked to Attribute. A specific Attribute is always functioning, and
  the character cannot turn it off. This Defect only applies to Attributes
  that would inconvenience the character if the Power were always active,
  such as: Force Field, Invisibility, or Size Change. The player and GM
  CHAPTER 9:
  DEFECTS
  1 BP
  The organisation has partial ownership of the character; the
  character is subject to slight punishment for opposing the owners.
  2 BP
  The organisation has significant ownership of the character; the
  character is subject to moderate punishment for opposing the
  owners.
  3 BP
  The organisation has total ownership of the character; the character
  is subject to severe punishment for opposing the owners.
  1 BP
  The Attribute affects a large part of the body (torso, both legs,
  both arms, etc.).
  2 BP
  The Attribute affects a small part of the body (one leg, one arm,
  abdomen, chest, head, etc.)
  3 BP
  The Attribute affects a tiny part of the body (one hand, face, one
  foot, groin, knee, etc.).
  1 BP
  It takes several hours of work or special circumstances to enable
  the character to transform back to an earlier form.
  2 BP
  As 1 BP, but the process requires expensive (or hard to find)
  replacement components, ingredients, or other prerequisites.
  3 BP
  As 2 BP, but the process takes several days.
  1 BP
  The character has a slight phobia or one that is encountered
  infrequently.
  2 BP
  The character has a moderate phobia or one that is
  encountered frequently.
  3 BP
  The character has a severe phobia or one that is encountered
  constantly.
  1 BP
  The nightmares occur infrequently and have a slight effect on the
  character’s lifestyle.
  2 BP
  The nightmares occur frequently and have a moderate effect on
  the character’s lifestyle.
  3 BP
  The nightmares occur constantly and have a severe effect on the
  character’s lifestyle.
  1 BP
  The character’s Hit Points are decreased by 5 Points.
  2 BP
  The character’s Hit Points are decreased by 10 Points.
  3 BP
  The character’s Hit Points are decreased by 15 Points.
  1 BP
  The Attribute is a slight inconvenience to the character.
  2 BP
  The Attribute is a moderate inconvenience to the character.
  3 BP
  The Attribute is a severe inconvenience to the character.
  1 BP
  The impairment is a slight inconvenience to the character.
  2 BP
  The impairment is a moderate inconvenience to the character.
  3 BP
  The impairment is a severe inconvenience to the character.
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  SENSORY IMPAIRMENT
  One or more of the character’s senses (sight, hearing, taste, touch,
  smell) are either diminished or lost. An example of a diminished sense is
  being near-sighted or hard of hearing; the GM should take the impairment
  into consideration when deciding what the character is able to perceive,
  and may apply a -4 penalty on checks to notice things with that sense. An
  example of a lost sense is blindness or deafness. Any diminishment or loss
  is based on the character’s status after benefiting from any technological
  aids such as eyeglasses or hearing aids in the setting. For example, if a
  character has a hearing aid but is still hard of hearing, he or she has Sensory
  Impairment (Diminished Hearing, 1 BP). In a setting where a hearing aid
  was unavailable or could not correct his or her particular impairment, he or
  she would have Sensory Impairment (Deaf, 2 BP) instead.
  SIGNIFICANT OTHER (S.O.)
  A character with this Defect has someone for whom he or she must
  go to any lengths to keep safe from harm, even at the risk of his or her own
  life. The S.O. should be a regular fixture in the campaign. A one-night
  stand, or a cousin visiting for two weeks is a plot complication and not an
  appropriate S.O. The character’s sense of obligation towards the S.O. is
  enough that the character will take great pains to ensure his or her safety
  and well-being. Examples include spouses and steady boy or girl friends,
  immediate relatives (parents and grandparents, brothers and sisters,
  perhaps very close cousins), and close co-workers (such as a cop’s partner).
  It is acceptable for a character to take another character as an S.O.,
  provided the players role-play this relationship appropriately. In this case,
  the S.O. relationship is always worth just 1 BP but is treated as a 3 BP
  Defect by the GM in terms of the frequency with which it affects the game.
  S.O. is inappropriate for most Flunkies and Servant characters. 
  SKELETON IN THE CLOSET
  The character has a dark secret. Exposure of this secret could cause
  harm to the character in the form of public humiliation, loss of a job,
  arrest, injury, or even death. The number of BP gained from this Defect
  is based on the severity the consequences if the secret is revealed. The
  secret must be important enough that the character will actively take
  steps to keep others from learning of it. If the Skeleton is ever revealed,
  the character will suffer the associated consequences, and the GM should
  replace it with an appropriate Defect or Defects worth at least as many
  BP as Skeleton in the Closet. Skeleton in the Closet is inappropriate for
  most Flunkies and Servant characters.
  weapon is fired or may have to follow a complicated series of steps to
  obtain a search warrant. A criminal may be required to pay a percentage
  of his or her take to the local crime boss or face some very strict penalties. 
  The Red Tape Defect is usually inappropriate for characters created
  via the Flunkies or Servant Attributes.
  REDUCTION
  Linked to Attribute. One of the character’s Attributes is limited
  greatly, resulting in a Reduction of its Point cost per Rank. This Defect offers
  a near-endless number of limitations, and consequently the player and GM
  should discuss the game ramifications and the Attribute’s new Rank costs.
  Unlike other Defects, Reduction does not return Bonus Points to
  the character; the Attribute cost changes instead. The Point cost change
  is directly related to the original cost of the Attribute. For example, a
  Reduction that limits a 4 Points/Rank Attribute to half of its power
  might be a 2 Points/Rank Reduction; the same limitation on a 10
  Points/Rank Attribute could be a 5 Points/Rank Reduction. This Defect
  is not usually appropriate for 1 Point/Rank Attributes.
  A list of suggested Reductions are shown in Table 9-2: Sample
  Reductions.
  RESTRICTION
  Linked to Attribute. One of the character’s Attributes is associated
  with one or more disadvantages that limit its use. This Defect offers a
  near-endless number of limitations, and consequently the player and GM
  should discuss the ramifications of the selected Restriction. A list of
  suggested Restrictions are shown in Table 9-3: Sample Restrictions.
  The GM may increase the Bonus Points returned to the character
  to an alternate progression (such as 2 BP, 4 BP, 6 BP; or 3 BP, 6 BP, 9 BP)
  if the Attribute this Defect is restricting has a high Character Point cost
  at each Rank (see Dynamic Sorcery or Extra Attacks for examples). Severe
  limitations on an Attribute, which will affect the Point cost per Rank, are
  covered by the Reduction Defect (see above).
  CHAPTER 9:
  DEFECTS
  1 BP
  The Red Tape only impedes the character before or after a
  major action (but not both) and/or the Red Tape is easy to
  manage most of the time.
  2 BP
  The Red Tape impedes a character both before and after a
  major action, and/or is difficult to manage most of the time.
  3 BP
  The Red Tape impedes a character before, after, and during a major
  action, and/or is extremely difficult to manage most of the time.
  1 BP
  BP The character has a diminished primary sense (such as
  short-sightedness or being hard of hearing), or has lost a
  secondary sense (such as taste or smell).
  2 BP
  The character has completely lost a primary sense (sight or
  hearing), or has two diminished primary senses, or has
  completely lost multiple secondary senses.
  3 BP
  The character has completely lost a primary sense (sight or
  hearing) and multiple secondary senses.
  1 BP
  The S.O. is rarely placed in grave danger and appears infrequently.
  2 BP
  The S.O. is often placed in grave danger and appears frequently.
  3 BP
  The S.O. is always placed in grave danger and appears
  constantly.
  1 BP
  The Skeleton is difficult to discover, and/or the consequences of
  discovery are slight, and/or the character’s reputation will be
  impacted slightly.
  2 BP
  The Skeleton is relatively easy to discover, and/or the
  consequences of discovery are moderate, and/or the character’s
  reputation will be seriously impacted.
  3 BP
  The Skeleton is very easy to discover, and/or the consequences
  of discovery are severe, and/or the character’s reputation will be
  devastated.
  1 BP
  The Attribute has a minor Restriction.
  2 BP
  The Attribute has a moderate Restriction.
  3 BP
  The Attribute has a major Restriction.
  TABLE 9-2: SAMPLE REDUCTIONS
  Attribute always used in same way
  Fewer sub-Points awarded
  Less frequent usage
  Limited control
  One aspect
  Partial effectiveness
  Smaller target group
  Very specific utility
  TABLE 9-3: SAMPLE RESTRICTIONS
  Cannot use on oneself
  Check needed to maintain control
  During specific times of the day
  Easy to counteract
  Flawed results
  In particular locations
  Initiative penalty to use
  Limited functioning
  Loss of specific effect
  Naked form only
  Requires consumable focus
  Requires maintenance
  Requires special equipment
  Requires Ability checks
  Restricts movement
  Specific targets
  Time limit
  Under certain conditions
  Usage inflicts pain
  Use weakens character
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  UNSKILLED
  An Unskilled character starts with less than the usual number of
  Skill Points. This Defect cannot be combined with the Highly Skilled
  Attribute. Additionally, characters may not take this Defect if it would
  reduce his or her Skill Points below zero.
  VULNERABILITY
  The character has a critical weakness to a specific object,
  environment, thought, activity, or condition. When in close proximity to
  the Vulnerability, it can temporarily strip the character of some of his or
  her Attributes (GM determines which Attributes are affected). The
  Vulnerability should only affect the character rarely, however, since it
  impacts him or her so severely. 
  WANTED
  The character is wanted by the law, a powerful criminal, or private
  organisation that has placed a price on his or her head. Being Wanted is
  different from having a Nemesis; there is no single person devoting his or
  her life to annoying or hunting down the character. The character will
  need to conceal his or her identity or move around regularly to avoid
  having complete strangers calling the police or pursuing the character
  (depending on the circumstances).
  WEAK POINT
  The character’s body possesses an abnormal weak point (in addition
  to the normal human weak points, like the heart and head). If the weak
  point is ever hit during combat with a Called Shot (see page 116), the
  result is an automatic critical hit (see page 122). If the attacker rolls a
  natural critical hit (a natural 20), the target is immediately reduced to 0
  Hit Points and falls unconscious. The opponent, or even the character,
  may not be aware the weak point exists, however, until its presence is
  discovered by accident or through careful study.
  SPECIAL REQUIREMENT
  This Defect forces the character to meet a Special Requirement
  before an action or task can be completed. The Special Requirement may
  involve a physical object, an event, an action, an environmental
  condition, or even a state of mind. Everyday activities, such as eating and
  sleeping, are not considered to be Special Requirements unless they must
  be carried out under unusual conditions or more frequently for some
  reason. This Defect covers a wide range of possibilities, and thus the
  details should be discussed with the GM.
  UNIQUE DEFECT
  This section covers any and all possible Defects that a character
  might possess but are not detailed in the rules. The boundaries and
  limitations of the Defect should be discussed with the GM.
  UNIQUE DEFECT EXAMPLE: ATTACK RESTRICTION
  A character with the Attack Restriction Defect has limitations on
  whom he or she can attack due to a reduction of free will (such as “hard
  coded” commands). The attack restriction can only be overcome during
  exceptional circumstances and may result in harsh consequences, including
  unbearable guilt or punishment by superiors. This Defect obviously does
  not apply to heroic characters who cannot “attack innocent people.”
  UNRELIABLE POWER
  Linked to Attribute. One of the character’s Attributes frequently
  does not function when desired. Before the character can use the
  Attribute, he or she must make a successful Ability check. If the
  Attribute does not have a “Relevant Ability” entry, the character’s
  Wisdom should be used as a default. If the Ability check fails, the
  character can try to use the Attribute again during the next round (when
  the character is in combat), or in a short period of time (when the
  character is not in combat).
  At the GM’s and player’s discretion, Unreliable Power can also
  represent an Attribute that does not always function in the manner desired.
  For example, a character with Size Change might not always grow to the
  desired size, or a Force Field might not always appear in the correct place.
  For this alternative, the Ability check determines if the Attribute operates
  properly; a failed check indicates that it activates in an unexpected manner.
  CHAPTER 9:
  DEFECTS
  1 BP
  The character must make the check against DC 14. In non-
  combat situations, the character cannot attempt to use the
  Attribute again for 1 to 10 minutes.
  2 BP
  The character must make the check against DC 17. In non-
  combat situations, the character cannot attempt to use the
  Attribute again for 10 to 30 minutes.
  3 BP
  The character must make the check against DC 20. In non-
  combat situations, the character cannot attempt to use the
  Attribute again for 30 minutes to 2 hours.
  1 BP
  The Special Requirement is easy to obtain and/or needed
  infrequently.
  2 BP
  The Special Requirement is difficult to obtain and/or needed often.
  3 BP
  The Special Requirement is extremely difficult to obtain and/or
  needed constantly.
  1 BP
  The Defect occurs infrequently and/or has a slight effect.
  2 BP
  The Defect occurs frequently and/or has a moderate effect.
  3 BP
  The Defect occurs constantly and/or has a severe effect.
  1 BP
  The character’s restriction applies to very few people, or the
  character has slight reservations.
  2 BP
  The character’s restriction applies to many people, or the
  character has strong reservations.
  3 BP
  The character’s restriction applies to a large group of people, or
  the character has extremely strong reservations.
  1 BP
  The character’s accessible Attribute Ranks all drop by up to 2
  Ranks when affected by the Vulnerability.
  2 BP
  The character’s accessible Attribute Ranks all drop by up to 4
  Ranks when affected by the Vulnerability.
  3 BP
  The character cannot use any Attributes when affected by the
  Vulnerability.
  1 BP
  The incentive to hunt the character is minor. For example, he or
  she may be wanted on outstanding warrants, but there may be
  no actual reward posted, or the reward is fairly small.
  2 BP
  The reward, contract, or other incentive offered to hunt the
  character is significant.
  3 BP
  The reward, contract, or other incentive offered to hunt the
  character is extreme.
  1 BP
  The character has 4 fewer starting Skill Points.
  2 BP
  The character has 8 fewer starting Skill Points.
  3 BP
  The character has 12 fewer starting Skill Points.
  1 BP
  The weak point is tiny (-6 Called Shot attack penalty).
  2 BP
  The weak point is small (-4 Called Shot attack penalty).
  3 BP
  The weak point is large (-2 Called Shot attack penalty).
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  example, a character has 45 HP and drops below -45 HP) then the
  character is dead. A characters’ Hit Points are determined by the Hit Dice
  appropriate for their class Rank, plus any Ranks of Damn Healthy!, plus
  their Constitution modifier per die rolled, minus any modifier for the Not
  So Tough Defect, plus any other modifiers. For instance, a Level 5
  Samurai (d10 Hit Dice) with a Con of 14 (+2 modifier) and 2 Ranks of
  Damn Healthy! (+2d8 + Con modifier) would have Hit Points equal to
  5d10 + 2d8 + 14.
  BESM d20 assumes character death is rare. Characters are more
  frequently knocked unconscious than killed, thought that may not suit
  the specific style of game the GM wishes to run. If character death should
  be more common, the GM may have characters die when they fall to -10
  Hit Points, which is how most d20 System games handle death. 
  ENERGY POINTS
  This value represents the personal reserves and fortitude your
  character has at his or her disposal when carrying out difficult or spiritual
  tasks. Energy Points are needed to fuels certain Attributes such as
  Dynamic Sorcery and Magic, but they can also be used to temporarily
  increase Ability Scores or Hit Points. This advantage only lasts for a few
  minutes — the duration of an important task.
  Any Ability can be raised by 1 value for every 5 Energy Points
  drained from your character’s total. Hit Points can also be increased by 2
  for every 5 Energy Points sacrificed and may keep a character who has
  fallen deep into the negatives alive long enough to receive medical
  attention. Finally, your GM may decide that Energy Points can be used
  in other ways as well, such as altering game events or re-rolling dice. If
  your character’s Energy Points total is ever reduced to 0, he or she will
  fall unconscious from exhaustion.
  A character’s Energy Point total is determined by taking the lowest
  modifier of Intelligence, Wisdom, or Charisma (the weakest aspect of the
  character determines his or her energy reserves) and adding 1d2 per
  character Level (with a minimum of 1 per Level). For example, a Level 8
  character with an Int 12, Wis 16, and Cha 8 (the lowest modifier,
  Charisma, is -1) would have Energy Points equal to 8d2-8.
  Characters with Ranks in the Dynamic Sorcery Attribute (page 44)
  gains increased dice for Energy Points. Additionally, the Energy Bonus
  Attribute provides extra Points.
  SAVING THROWS
  When your character is subjected to an unusual attack such as
  Mind Control or an attempt to Teleport the character in front of a truck,
  he or she is allowed to make a saving throw to reduce or completely avoid
  the effects. A saving throw roll is d20 + the character’s base save bonus
  + other modifiers due to equipment, active effects, environment,
  circumstance, etc. The saving throw succeeds if the total of the die roll
  plus modifiers equals or exceeds the DC.
  The three different kinds of saving throws are these:
  FORTITUDE
  These saves measure a combatant’s ability to stand up to massive
  physical trauma, or attacks against a character’s vitality and health.
  Apply a character’s Constitution modifier to Fortitude saving throws.
  REFLEX
  These saves test a combatant’s ability to evade attacks or otherwise
  avoid deadly situations. Apply the character’s Dexterity modifier to
  Reflex Saving throws.
  WILLPOWER
  These saves reflect a character’s resistance to mental influence and
  domination. Apply the character’s Wisdom modifier to Will saving
  throws.
  STEP 10: DETERMINE
  CALCULATED VALUES
  Now that the majority of character creation is finished, you can
  determine your character’s Calculated Values.
  BASE ATTACK BONUS
  Every character has a Base Attack Bonus (even if the bonus is +0).
  The Base Attack Bonus is a representation of the character’s skill in
  combat. It is determined by taking the characters Base Attack Bonus
  earned from character Level and adding any Ranks of the Attack Combat
  Mastery Attribute acquired during creation.
  ARMOUR CLASS BONUS (OPTIONAL RULE)
  A character may decide, for each Level gained, whether he or she
  wants to use the Base Attack Bonus for that Level either as Base Attack
  Bonus or as an Armour Class Bonus. Once this is decided, the character
  may not change it. The character also does not gain any Character Points
  for choosing one way or the other. For example, when a character advances
  to a 3rd Level Samurai, gaining an additional +1 Base Attack Bonus, she
  could assign the +1 to her Armour Class Bonus rather than increase her
  Base Attack Bonus. If this option is selected, the GM may also award the
  character one free Character Point to keep the Points balanced.
  ARMOUR CLASS
  Every character (and items in some circumstances) has an Armour
  Class (AC) that is a reflection of how hard a character is to hit in combat.
  BESM d20 uses the Defence Roll variant rule from the DMG. Armour
  Class is determined by adding the character’s modifier from Dexterity,
  any Ranks of the Defence Combat Mastery Attribute, Size Modifier (see
  Table 10-1: Size Categories), and any other appropriate bonuses or
  penalties. When a character defends against an attack, his or her Defence
  Roll is equal to d20 + the character’s Armour Class, plus any other
  applicable modifiers. Note that characters lose their Dexterity bonus to
  Armour Class when they are flatfooted, unaware of the attacker, or
  otherwise unable to fully benefit from their Dexterity bonus. If the
  character is not moving at all (by choice or because he or she is hindered),
  the character does not gain benefits from Dexterity or Defence Combat
  Mastery, and no d20 Defence Roll is made.
  HIT POINTS
  This value dictates the amount of physical damage your character’s
  body can sustain before it ceases to function (for example, your character
  dies). Damage delivered in combat is subtracted from your character’s
  current Hit Point total. If the total ever falls below zero, the character
  falls unconscious. If the total even drops to a negative number that is
  lower that the negative number of the characters total Hit Points (for
  CHAPTER 10:
  FINISHING TOUCHES
  Why the Defence Roll?
  BESM d20 uses the variant defence roll rule because we feel it
  better reflects the dynamics of combat — the worst combatant
  periodically defends against an attack very well while the best
  combatant sometimes takes a misstep.  GMs may, however, wish to
  use the familiar d20 Armour Class rules to speed up combat by
  removing the defence roll.  In these instances, a character is
  considered to always “take 10” for defence rolls and thus his or her
  Armour Class is always calculated as 10 + the character’s base
  Armour Class — no roll is required.
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  CHAPTER 10:
  FINISHING TOUCHES
  MOVEMENT
  To determine a character’s base speed in feet per round, multiply
  the appropriate size movement modifier by his or her Dexterity (see Table
  10-1: Size Categories).
  SIZE CLASSES
  Characters are classified into nine size categories, as outlined in
  Table 10-1: Size Categories. Creating a character at any size other than
  medium costs (or returns) the Character Points outlined in Table 10-1.
  Also, if a character changes sizes (perhaps using the Size Change
  Attribute; page 61), his or her Ability Scores, Natural Armour, Armour
  Class, and Base Attack Bonus may change as well. Table 10-2: Changing
  Sizes outlines the affects of increasing or decreasing size by one category.
  Should the character change more than one size category, all modifiers
  are cumulative.
  MODIFYING SIZE
  In some campaigns, characters who deviate from the average size of
  their companions will suffer societal disadvantages. The generalised
  inconveniences — the Marked Defect, standing out in a crowd, inability
  TABLE 10-1: SIZE CATEGORIES
  BASE
  POINT
  APPROXIMATE
  NATURAL
  ARMOUR
  ATTACK
  MOVEMENT
  SIZE
  COST
  EXAMPLE SIZE
  WEIGHT
  STR
  DEX
  CON
  ARMOUR
  CLASS
  BONUS
  MODIFIER
  Fine
  38
  Insect
  1/8 lbs or less
  -10
  +8
  -2
  -
  +8
  +8
  x1/4
  Diminutive
  17
  Rodent
  1/8 — 1 lbs.
  -10
  +6
  -2
  -
  +4
  +4
  x1/2
  Tiny
  7
  Cat
  1 — 8 lbs.
  -8
  +4
  -2
  -
  +2
  +2
  x1
  Small
  3
  Dog
  8 — 60 lbs.
  -4
  +2
  -2
  -
  +1
  +1
  x2
  Medium
  0
  Human
  60 — 500 lbs.
  +0
  +0
  +0
  -
  0
  0
  x3
  Large
  2
  Horse
  500 lbs — 2 tons
  +8
  -2
  +4
  +2
  -1
  -1
  x4
  Huge
  5
  Elephant
  2 — 16 tons
  +16
  -4
  +8
  +5
  -2
  -2
  x5
  Gargantuan
  5
  Sperm Whale
  16 — 125 tons
  +24
  -4
  +12
  +9
  -4
  -4
  x6
  Colossal
  -4
  Blue Whale
  125 — 1,000 tons
  +32
  -4
  +16
  +14
  -8
  -8
  x7
  TABLE 10-3: SIZE COST MODIFIERS
  DEVIATIONS FROM AVERAGE SIZE
  MINOR
  MAJOR
  SEVERE
  OF PLAYER CHARACTERS
  DISADVANTAGE
  DISADVANTAGE
  DISADVANTAGE
  1 size category
  +1 BP
  +2 BP
  +3 BP
  2 size categories
  +2 BP
  +4 BP
  +6 BP
  3 size categories
  +3 BP
  +6 BP
  +9 BP
  4 size categories
  +4 BP
  +8 BP
  +12 BP
  5 size categories
  +5 BP
  +10 BP
  +15 BP
  6 size categories
  +6 BP
  +12 BP
  +18 BP
  7 size categories
  +7 BP
  +14 BP
  +21 BP
  8 size categories
  +8 BP
  +16 BP
  +24 BP
  TABLE 10-2A: CHANGING SIZES – GROWING
  BASE
  NATURAL ARMOUR ATTACK
  OLD SIZE
  NEW SIZE
  STR DEX CON
  ARMOUR
  CLASS
  BONUS
  Fine => Diminutive
  -
  -2
  -
  -
  -4
  -4
  Diminutive => Tiny
  +2
  -2
  -
  -
  -2
  -2
  Tiny => Small
  +4
  -2
  -
  -
  -1
  -1
  Small => Medium
  +4
  -2
  +2
  -
  -1
  -1
  Medium => Large
  +8
  -2
  +4
  +2
  -1
  -1
  Large => Huge
  +8
  -2
  +4
  +3
  -1
  -1
  Huge => Gargantuan
  +8
  -
  +4
  +4
  -2
  -2
  Gargantuan => Colossal
  +8
  -
  +4
  +5
  -4
  -4
  TABLE 10-2B: CHANGING SIZES – SHRINKING
  BASE
  NATURAL ARMOUR ATTACK
  OLD SIZE
  NEW SIZE
  STR DEX CON
  ARMOUR
  CLASS
  BONUS
  Diminutive => Fine
  -
  +2
  -
  -
  +4
  +4
  Tiny => Diminutive
  -2
  +2
  -
  -
  +2
  +2
  Small => Tiny
  -4
  +2
  -
  -
  +1
  +1
  Medium => Small
  -4
  +2
  -2
  -
  +1
  +1
  Large => Medium
  -8
  +2
  -4
  -2
  +1
  +1
  Huge => Large
  -8
  +2
  -4
  -3
  +1
  +1
  Gargantuan => Huge
  -8
  -
  -4
  -4
  +2
  +2
  Colossal => Gargantuan
  -8
  -
  -4
  -5
  +4
  +4
  to easily find clothing and weapons of the right size, trouble entering
  certain buildings, etc. — are represented by awarding such characters
  Defect Bonus Points.
  Determine the average size of the player characters. For every size
  category the character deviates from this average, he or she is awarded 1
  to 3 Bonus Points, depending on the societal impact size has on the
  campaign (GM Discretion; see Table 10-3: Size Cost Modifiers).
  STEP 11: EARN
  BACKGROUND POINTS
  Now that the numerical component of your character is complete
  (Abilities, Attributes, Defects, Skills, and Calculated Values), you should
  concentrate on fine-tuning his or her personality, while still leaving room
  for the character to grow in the future. One of the most effective ways to
  better visualise your creation is to provide detail through a background
  history, a character story, or a character drawing. Spending time to
  develop your character without a rule structure will enhance your role-
  playing greatly, and can give the GM a window into your character’s
  motivations. As an incentive, the GM will award you 1-3 Background
  Points for each contribution you complete, which are then distributed
  among the Ability Scores or Character Attributes. If any of your
  character’s Abilities are changed after using the Background Points, you
  must recalculate any appropriate Calculated Values.
  This final step in character creation also serves as your last chance to
  answer important character questions before game play begins. Where does
  he or she live? Work? Earn money? What are your character’s likes? Dislikes?
  What about family? Friends? Romantic interests? Enemies? Details add
  depth to your character, but you should not become obsessed with them.
  Leaving room for growth can provide numerous character development
  opportunities during the course of the adventures.
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  performance or otherwise alter them. Each accessory or feature
  normally counts as a minor item of Personal Gear. Some options are
  considered “mundane” (their advantages and disadvantages cancel), and
  do not cost Points. 
  Options for weapons are classed as either accessories or features. A
  feature is a change to the basic weapon template that reflects a particular
  factory model, or extensive after-market customisation. This requires the
  Knowledge: Mechanics (Gunsmith) Skill to install, and may require
  several hours or more. An accessory is something that can be easily
  attached or removed from the weapon within a few seconds to several
  minutes. Weapon options are available for any class of weapon unless
  otherwise noted.
  ACCURISED
  Modification Type:
  Feature
  The weapon has been specially modified (custom grips, improved
  sights, polygonal rifling, heavier barrel, etc.) to improve its accuracy. This
  is typical of target pistols and competition or sniper rifles. This
  modification grants a +1 bonus to any attack check when firing single
  shots, but no bonus if used with Auto-Fire. An accurised weapon must be
  in excellent condition with its sights precisely aligned — it will lose its
  bonus if knocked about, dropped, or otherwise mistreated.
  BAYONET
  Modification Type:
  Accessory
  The weapon is fitted with a lug to accept a bayonet (included with
  this option). When attached, the weapon is a bit more awkward, but it
  can be used in melee combat as a spear. When detached (requires one
  round), the bayonet is also usable as a knife. A bayonet is available for any
  rifle. 
  BIPOD ATTACHMENT
  Modification Type:
  Accessory
  When the bipod is unfolded, the weapon is treated as if it is
  Accurate (cumulative with any other Accurate bonuses) and Static. The
  weapon must be fired at rest with the shooter lying prone behind it.
  Folding or unfolding the bipod requires one round. A bipod is available
  for any rifle.
  ANIME TOYS
  What would an anime campaign be without the sleek vehicles and
  high-tech toys that so many of the characters wield in their adventures?
  It would be incomplete.
  The following section provides quick and simple rules that help
  players and Game Masters create a plethora of weapons and vehicles with
  which to outfit characters. The equipment created with the following
  rules is intended for use with the Personal Gear Attribute (see page 57).
  If a character requires a more powerful item, such as power armour or a
  magical ring, it should be created using the Item of Power Attribute
  (page 50). Item of Power reflects magical or supertech items that are
  exceedingly difficult to create. Gear, however, may be high-tech or
  incredibly expensive, but are within the ability of modern science. While
  a character’s vehicle may be the best car on the road, anyone with enough
  funding and skill could build one. The power armour worn by the JSDF
  supersoldier, however, requires far more than money and skill to create.
  Ensure that the desired item is, in fact, Personal Gear before attempting
  to build it with the rules herein.
  WEAPONS
  Table 11-2: Weapons lists the damage values and other characteristics
  of common weapons. If a weapon is not listed, the GM should assign a
  damage value based on one that is similar in form and function.
  Some weapons possess Abilities and Disabilities to reflect their
  unique capabilities. Full descriptions of these modifiers are on pages 62-
  67. Note that special or magical weapons might cause additional damage
  or possess unique abilities beyond those listed here.
  The Armour Ratings and Hit Points of operation weapons, such as
  firearms, are indicated in the table as well.
  IMPROVISED WEAPONS
  In combat between anime characters, it is not uncommon for
  someone to pick up a nearby object and wield it is a weapon. It is
  impossible to account for every conceivable weapon that the player
  characters may decide to throw at their opponents, but Table 11-1:
  Improvised Weapons provides commonly encountered examples of
  improvised weapons and their statistics. GMs are encouraged to use this
  table as a guideline should their players decide to grab something in the
  middle of combat that is not listed. Naturally, most weapons have the
  Melee Disability (page 66) as well, though they can be thrown in combat
  if necessary.
  CUSTOMISING FIREARMS
  Sometimes, nothing gets the trick done like a reliable firearm. The
  following options can be added to different types of weapons to enhance
  CHAPTER 11:
  EQUIPMENT
  TABLE 11-1: IMPROVISED WEAPONS
  STRENGTH
  OBJECT
  DAMAGE
  ABILITIES
  DISABILITIES
  REQUIREMENT
  Bus  
  3d10 
  Area Effect  
  Inaccurate  
  Strength 56
  Low Penetration
  Car  
  2d10 
  Area Effect  
  Inaccurate  
  Strength 42
  Low Penetration
  Dumpster  
  2d8  
  -
  Inaccurate  
  Strength 40
  Low Penetration
  Manhole Cover 2d10  
  -
  Low Penetration 
  Strength 28
  Park Bench  
  1d8   
  -
  Low Penetration 
  Strength 32
  Steel Girder 
  2d10 
  Spreading  
  Inaccurate  
  Strength 48
  Telephone Pole 
  2d8 
  Spreading 
  Inaccurate  
  Strength 40
  Stop Sign  
  1d6     
  -
  -
  Strength 18
  WEAPON TABLE NOTES
  “Damage” is how much punishment the weapon inflicts (the damage of
  the attack).
  “Abilities” or “Disabilities” are any special capabilities or limitations the
  weapon possesses.  See pages 62-67.  Unless noted otherwise, a weapon
  has Medium range. All Improvised Weapons have the Muscle-Powered
  Ability.
  “Skill” is the Skill and Specialization that provides a bonus when firing the
  weapon.
  * Requires two hands to wield properly; delivers +2 damage when
  wielded two-handed.
  ** Some shotguns are “double-barrelled” and can fire both barrels at
  once.  If so, an additional +1d6 damage is delivered.  Double Barrelled
  shotguns have the Limited Shots Disability x2 (2 shots).
  “Strength Requirement” indicates the minimum Strength Ability Score
  required to wield the object as a weapon effectively. If any improvised
  weapon is thrown, it is treated as a Short Range weapon. The range
  increases by one category every 8 Points of Strength above the Strength
  requirement. For example, if a Giant Robot character who has Strength of
  56, threw a manhole cover, it would be treated as a Long Range weapon (a
  Manhole cover has a Strength requirement of 28; the base Short range
  increases to Medium for a Strength of 36 and Long for a Strength of 44).
  Conversely, if the character throws a car, which requires Strength 42, it
  would be treated as a Medium Range weapon (Medium range for a Strength
  of 50 but requires Strength of 58 for Long range). If it wished to throw a bus
  at an opponent, it would be treated as a short-range weapon because it is
  only two above the Strength Requirement to wield a bus as a weapon.
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  BRIEFCASE-FIRING
  Modification Type:
  Accessory
  The weapon is designed to be concealed in and fired from a
  briefcase or attaché case without removing it, using a hidden trigger in
  the case handle. The weapon must be an auto-loading pistol, machine
  pistol, or a submachine gun. The weapon suffers a -4 penalty to the
  BRASS CATCHER
  Modification Type:
  Accessory
  This attachment collects cartridges as they are fired out of the
  weapon, and thus either saves them for hand loading or prevents any
  incriminating ballistics evidence from being left behind. A brass catcher
  is available for any rifle or assault weapon.
  CHAPTER 11:
  EQUIPMENT
  TABLE 11-2: WEAPONS
  Weapon
  Damage
  Abilities
  Disabilities
  Skill
  Melee Weapons
  Bladed Weapons
  Axe
  1d8
  Muscle-Powered
  Inaccurate
  Melee (Axe)
  Melee
  Broadsword
  1d10
  Muscle-Powered
  Melee
  Melee (Sword)
  Knife or Dagger
  1d4
  Concealable
  Melee
  Melee (Knife)
  Muscle-Powered
  Long Sword
  1d8*
  Muscle-Powered
  Melee
  Melee (Sword)
  Short Sword
  1d6
  Concealable
  Melee
  Melee (Sword)
  Muscle-Powered
  Spear
  1d8
  Muscle-Powered
  Melee
  Melee (Polearm)
  Blunt Weapons
  Bo, Staff or Pipe
  1d6*
  Muscle-Powered
  Melee
  Melee (Polearm)
  Club, Baseball Bat
  1d6
  Muscle-Powered
  Melee
  Melee (Club)
  Nunchuku or Chain
  1d6
  Flexible
  Melee
  Melee (Whips/Chains)
  Muscle-Powered
  Whip, Rope, or Belt
  1d4
  Concealable
  Low Penetration
  Melee (Whips)
  Flexible
  Melee
  Muscle-Powered
  Bows (1 Armour, 20 Hit Points)
  Crossbow
  1d10
  none
  Slow, Limited Shots (1)
  Archery (Crossbow)
  Long Bow
  1d8
  none
  Limited Shots (1)
  Archery (Bow)
  Guns
  Pistols (2 Armour, 30 Hit Points)
  Light Pistol
  1d6+1
  Concealable
  Low Penetration
  Gun Combat (Pistol)
  Short Range
  Heavy Pistol
  1d8+1
  Concealable
  Short Range
  Gun Combat (Pistol)
  Machine Pistol
  1d8
  Auto-Fire
  Inaccurate
  Gun Combat (Auto-fire)
  Concealable
  Limited Shots (6)
  Spreading
  Short Range
  Magnum Revolver
  1d8+2
  Concealable
  Limited Shots (6)
  Gun Combat (Pistol)
  Short Range 
  Medium Pistol
  1d8
  Concealable
  Short Range
  Gun Combat (Pistol)
  Revolver
  1d6+1
  Concealable
  Limited Shots (6)
  Gun Combat (Pistol)
  Short Range
  Rifles (3 Armour, 35 Hit Points)
  Assault Rifle
  1d8+2
  Auto-Fire
  Limited Shots (6)
  Gun Combat (Auto-fire)
  Spreading
  Heavy Assault Rifle
  2d6+2
  Auto-Fire
  Inaccurate
  Gun Combat (Auto-Fire)
  Spreading
  Limited Shots (6)
  Hunting Rifle
  1d8+2
  none
  none
  Gun Combat (Rifle)
  Light Rifle
  1d6+1
  none
  none
  Gun Combat (Rifle) 
  Sniper Rifle
  2d8+1
  Accurate
  Limited Shots (6)
  Gun Combat (Rifle)
  Shotguns (3 Armour, 35 Hit Points)
  Shotgun
  2d6+2**
  Spreading
  Limited Shots (6)
  Gun Combat (Rifle)
  Low Penetration
  Short Range
  Heavy Shotgun
  2d8+2**
  Spreading
  Limited Shots (6)
  Gun Combat (Rifle)
  Low Penetration
  Short Range
  Weapon
  Damage
  Abilities
  Disabilities
  Skill
  Assault Weapons (3 Armour, 35 Hit Points)
  Light Mini-Gun
  1d8+1
  Accurate
  Limited Shots (6)
  Gun Combat (Auto-fire)
  Auto-Fire
  Static
  Spreading 
  Heavy Mini-Gun
  2d8+2
  Auto-Fire
  Limited Shots (6)
  Gun Combat (Auto-fire)
  Spreading
  Static
  Machine Gun
  2d8+1
  Auto-Fire
  Static
  Heavy Weapons (Machine Gun)
  Spreading
  Submachine Gun
  1d8+1
  Auto-Fire
  Limited Shots (6)
  Gun Combat (Auto-fire)
  Spreading
  Short Range
  Heavy Weapons (2 Armour, 30 Hit Points)
  66 mm LAW
  3d6+6
  Area Effect
  Inaccurate
  Heavy Weapons (Launcher)
  Light Anti-Tank Weapon
  Burning
  Limited Shots (1)
  Penetrating
  Self-Destruct
  Slow
  Static
  Thrown Weapons
  Concussion 
  2d10+1
  Area Effect x3
  Limited Shots (1) Thrown Weapons (Grenades)
  Grenade
  Concealable
  Self-Destruct
  Short Range
  Thrown Knife
  1d4
  Concealable
  Limited Shots (1) Thrown Weapons (Blades)
  Short Range
  Non Lethal Ranged Weapons (2 Armour, 25 Hit Points)
  Tear Gas Grenade
  2d10+1
  Area Effect x2
  Inaccurate
  Heavy Weapons (Grenades)
  Enduring
  Limited Shots (1)
  Self-Destruct
  Slow
  Stun
  Toxic
  Taser
  1d8+1
  Stun
  Low Penetration
  Gun Combat (Pistol)
  Short Range
  Slow
  Pepper Spray
  1d8+1
  Concealable
  Melee Range
  none
  Irritant
  Limited Shots (6)
  Stun
  Toxic
  Ordnance (5 Armour, 60 Hit Points)
  120 mm Heat 
  5d6+10
  Area Effect
  Limited Shots (1) Heavy Weapons (Launcher)
  Burning
  Long Range
  Penetrating
  120 mm Sabot 
  6d6+12
  Accurate
  Limited Shots (1) Heavy Weapons (Launcher)
  Long Range
  Penetrating x2
  Stinger Missile
  4d6+8
  Area Effect
  Backblast
  Heavy Weapons (Launcher)
  Homing
  Limited Shots (1)
  Long Range
  Only Air Targets
  Penetrating
  Self-Destruct
  Slow
  Static
  Tomahawk Missile
  7d6+14
  Accurate x4
  Limited Shots (1) Heavy Weapons (Launcher)
  Area Effect x3
  Self Destruct
  Long Range x8
  Slow
  Penetrating x2
  Static
  Stoppable
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  receives a +1 bonus to their appropriate attack check in situations where
  they can see the laser dot on the target (usually up to Short Range unless
  combined with a scope). Laser sights with an infrared beam (visible only
  to people with night vision scopes or goggles) are also available.
  NIGHT VISION SCOPE
  Modification Type:
  Accessory (counts as 2 minor Personal Gear)
  This scope uses thermal imaging or light intensification technology
  to “turn night into day.” This functions exactly like a regular scope,
  except that it also eliminates any penalties for darkness. 
  SAWED-OFF BARREL
  Modification Type:
  Feature
  This modification is for shotguns only. Sawing off the barrel of a
  shotgun means that it is easier to conceal, but is also shorter ranged. A
  sawed-off shotgun can be concealed under a long coat (see Concealable
  weapon Ability, page 64) as if it were a submachine gun. At up to Melee
  Range (10 feet or less) it has a wider spread of pellets (+1 bonus on attack
  checks), but suffers -4 penalty to damage at ranges beyond Melee Range. 
  SNUB-NOSE
  Modification Type:
  Mundane Feature
  A snub-nose is a shorter-barrel versions of any auto-loading pistol,
  revolver, or machine pistol. The weapon suffers a -2 attack check penalty
  at any range greater than 10 feet and delivers less damage (-1 to damage),
  but is substantially easier to conceal (-1 penalty to spot the hidden
  weapon, cumulative with other bonuses or penalties of the weapon).
  SCOPE
  Modification Type:
  Accessory
  A telescopic sight mounted atop the weapon gives the shooter an
  extra +1 bonus to his or her attack check when taking an entire turn
  to aim at a target (see page 117). This bonus only applies to targets
  further away than Melee Range (over 10 feet). Scopes are available
  for all guns.
  SILENCER
  Modification Type:
  Accessory
  A silencer, or more technically, a sound-suppressor, is a tube
  that attaches to the weapons barrel and reduces the noise the
  weapon makes while firing. A silenced weapon cannot be heard at
  a range of greater than 10 feet unless a nearby character
  makes a successful Listen Skill check. The GM should
  modify this distance/check for conditions such as
  ambient noise, range, and Heightened Senses. Auto-
  loading pistols, machine pistols, submachine guns,
  and rifles may be
  f i t t e d  w i t h
  silencers. A silenced
  weapon cannot be
  c o n c e a l e d  o r
  holstered until the
  silencer is removed,
  which requires one round.
  SPEED LOADER
  Modification Type: Accessory
  A speed loader is a device
  that holds a number of revolver
  cartridges and permits them to be rapidly inserted into a
  cylinder. If a character has this minor Personal Gear, he or she
  can ignore the Limited Shots Disability of any revolver. 
  TRIGGER LOCK
  Modification Type:
  Mundane Feature
  An integral lock that prevents the gun from being used
  without the right key or combination. It takes an extra round to
  unlock the gun before it can be ready to fire. In some areas, the law
  may require trigger locks on some or all firearms.
  attack check when fired from within a brief case. The gun can usually be
  unclamped from the case and used normally (takes one round). GMs may
  use similar rules for umbrella guns or other disguised weaponry.
  CARBINE-FORMAT
  Modification Type:
  Mundane Feature
  The weapon has a shorter barrel and stock. A carbine format
  subtracts 1 damage but allows the weapon to be concealed under a long
  coat (see Concealable Ability, page 64) as if it were a submachine gun. A
  carbine-format weapon is available for any rifle.
  FLASH SUPPRESSOR
  Modification Type:
  Accessory
  The hot gasses produced when a bullet is fired are quite visible at
  night. A flash suppressor is a long device that can be attached to the end
  of a weapon, masking this signature. A weapon with a flash suppressor
  attached is easier to detect if hidden (+1 bonus). A flash suppressor is not
  available for a grenade launcher, LAW, taser, or minigun.
  FLASHLIGHT ATTACHMENT
  Modification Type:
  Accessory
  This attachment allows any weapon to be used with a flashlight,
  and permits illumination of targets at short range so that attackers can
  target them without any penalties for darkness. Of course, someone using
  a flashlight at night can also be detected at a greater distance.
  FOLDING OR TELESCOPING STOCK
  Modification Type:
  Feature
  The stock on the weapon can be folded or telescoped
  down, making it handier and more concealable.
  Unfortunately, a weapon with this feature also suffers
  from the Inaccurate Disability (-4 penalty) when
  firing at targets at over half its effective range. It
  requires one round (one attack if the character has
  the Extra Attacks Attribute) to fold or unfold the
  stock. If the weapon is also carbine-format,
  sawed-off, or a submachine gun, there is an extra
  -1 penalty to any check to spot the weapon
  while concealed, which is cumulative with
  other modifiers. This feature can be assigned to
  any rifle, shotgun, or assault weapon.
  LASER SIGHT
  Modification Type:
  Accessory
  A laser sight projects a small,
  bright dot of laser light exactly
  where the weapon is pointing,
  which helps the attacker
  determine whether or not he or
  she is on target. In game
  terms, the attacker
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  SHOTGUN SLUGS
  A shotgun can fire big bullets instead of shot. Police will often use
  slugs to stop cars or blow open barricades. When using slugs, a shotgun
  loses both the Spreading Ability (page 65) and the Low Penetrating
  Disability (page 66). Slugs are available for shotguns only.
  INCENDIARY SHELLS
  Special shells are also available for shotguns; these shells contain
  phosphorous chemicals that convert the shotgun into an improvised
  flamethrower. Damage is reduced by 4 (minimum 1), but if any damage
  penetrates Armour, the target receives fire damage, and suffers one
  quarter (round up) the basic damage per round for the next five rounds.
  This damage is also very painful, imposing a -2 penalty on all checks. The
  ammunition tends to foul the gun after use, however. Any further shots
  fired before the gun can be carefully cleaned suffer a -2 attack check
  penalty, and the gun will jam on any roll of 1 or 2 (requiring cleaning
  before the gun can be reused). These shells are available for shotguns only. 
  GRENADES AND EXPLOSIVES
  The user throws these hand-held explosive weapons at a target.
  Their use uses the Thrown Weapons (Grenade) Skill. All of these
  explosives count as minor Personal Gear except a satchel charge, which is
  treated as major Personal Gear.
  CONCUSSION GRENADE
  This grenade is filled with high explosives. 2d10 damage is
  delivered to everyone in a 15-foot radius who fails a Reflex save vs. DC
  15 (those who make the save take half damage). 
  TEAR GAS GRENADE
  This grenade bursts to fill a room-sized area (10 foot radius) with
  (usually) non-lethal irritant gas. Damage is the same as concussion
  grenade (2d10 damage with a Fortitude save, instead of a Reflex save),
  but is “stun only” — it wears off after a few minutes, and it does not
  affect non-living things or anyone wearing a gas mask. Anyone exposed
  to the gas also suffers a -2 penalty on all checks due to irritation if they
  fail a Fortitude save. This penalty lasts for a number of rounds equal to
  the amount by which the save was failed. Tear gas grenades also release a
  lot of smoke and may occasionally (GM’s option) start fires if they
  explode next to paper or other flammable substances.
  FLASH-BANG GRENADE
  These special grenades produce a super firecracker effect, stunning
  people with sound and light. This weapon is a favourite of hostage-rescue
  teams. No physical damage will be suffered, but the victims must make
  a Fortitude save against a DC of 20 or be blinded and deafened for a
  number of combat rounds equal to the difference between the save DC
  and the roll. The character suffers a -2 save penalty if he or she is right
  next to the grenade when it explodes. Characters wearing anti-flare
  goggles (such as a welding mask) and ear protectors will receive a +6
  bonus to their save to avoid the grenade’s effects.
  SMOKE GRENADE
  This grenade fills a room-sized area (10 foot radius) with non-toxic
  chemical smoke for 3 to 8 rounds (depending on wind). Anyone without
  night vision goggles or a night vision scope will suffer a -4 attack check
  penalty when attacking a target obscured by smoke.
  DYNAMITE STICK
  This explosive functions like a concussion grenade, except the blast
  covers only a 10 foot radius, and the damage is 2d8 with a save DC of 13
  for half damage.
  TYPES OF AMMUNITION
  It is assumed that characters have access to ammunition of
  whatever type they need for their standard weapons. Standard
  ammunition for auto-loading pistols, revolvers, rifles, and machine guns
  is a lead bullet; this type of bullet is called “ball” in military parlance.
  Standard ammunition for shotguns is shot. If characters have more than
  one type of ammunition, each extra type that is carried counts as a minor
  Personal Gear.
  ARMOUR PIERCING (AP) 
  This is a bullet specifically designed to punch through Armour,
  using a steel or tungsten core rather than jacketed lead. Some brands of
  Armour-piercing ammunition are Teflon-coated, but contrary to myth,
  the coating on AP bullets has nothing to do with the Armour-piercing
  qualities — it simply helps protect the rifling inside the gun from the
  tougher material from which the bullet is made. Weapons using AP
  bullets are assigned the Penetrating (Armour) Ability (page 65). AP
  bullets are somewhat less lethal against flesh, and thus the actual damage
  is always halved (round up) after the effects of Armour are considered.
  These bullets are available for auto-loading pistols, machine guns,
  shotguns, revolvers, and rifles. AP pistol or revolver ammunition (“cop
  killer bullets”) is usually illegal.
  BIRD SHOT
  The statistics given for shotguns assume they are using buckshot,
  which is the usual combat load. If using birdshot (with a greater number
  of smaller pellets) damage is reduced by 4 (minimum 1 damage) but the
  attacker gains a +1 bonus to his or her attack check. Bird shot is only
  available for shotguns.
  BLANKS
  A blank is a cartridge without the bullet that also has a reduced
  powder load. A blank normally does not deliver any damage when fired,
  but if the gun’s muzzle is directly in contact with someone, the hot gasses
  expelled can still be dangerous or fatal. When a character is using a
  blank-firing gun in combat, the gun is treated as if it is firing a rubber
  bullet, but range is limited to Melee Range. Blanks are available for auto-
  loading pistols, machine guns, revolvers, rifles, and shotguns.
  HOLLOW POINT (HP) 
  This is a bullet designed to expand after entering a target, therefore
  doing greater damage. Hollow Point bullets are known by various trade
  names, and include bullets described as “expanding,” “dumdum,” or pre-
  fragmented rounds such as “safety slugs.” HP ammo is standard issue in
  many police departments, since the rounds are better man-stoppers and
  are less likely to pierce walls and injure bystanders on the other side. The
  Hague Convention prohibits HP bullets for military use in international
  conflicts. Hollow Point bullets have less Armour-penetrating power:
  Armour protection is doubled against the bullets. These disadvantages
  are cumulative with any Low Penetration modifiers. If even 1 damage
  succeeds in penetrating Armour, however, or if the target was
  unarmoured, 1d6 bonus damage is added to the damage that a living
  target suffers (the bullets “mushroom” inside living tissue), but only if the
  base damage penetrates the target’s Armour. No extra damage is inflicted
  on machines or structures by HP bullets. HP bullets are available for
  auto-loading pistols, machine guns, revolvers, and rifles.
  RUBBER
  These are bullets encased in rubber or plastic, which are designed
  to be “less lethal.” A weapon using rubber bullets automatically suffers
  from the Low Penetration Disability (page 66) and delivers 4 less damage
  (minimum 1 damage). Rubber bullets are available for auto-loading
  pistols, machine guns, revolvers and rifles, and for shotguns firing slug
  ammunition.
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  SPORTS CAR
  A car with good aerodynamics, a powerful engine, and superior
  transmission and suspension. Some sports cars carry two people, while
  others sacrifice already-meagre cargo space to carry an extra person or
  two in cramped back seats. Year 2003 cost: $50,000+ USD.
  STRETCHED LIMOUSINE
  An oversized passenger car. It will usually have a number of posh
  features, such as a luxury interior. Year 2003 cost: $50,000+ USD.
  VAN
  A light panel truck or mini-van, with one or two big rear doors and
  sliding side doors. Use this template with appropriate customisation for
  ambulances. Year 2003 cost: $15,000+ USD.
  MOTORCYCLE
  A two-wheeled bike powered by a gasoline engine. Standard
  features include headlights and rear-view mirrors.
  MOTORBIKE
  A big bike with a reasonably powerful engine. A second person can
  usually be carried without much difficulty. Year 2003 cost: $3,000+
  USD.
  SCOOTER
  A small bike with an anaemic engine. Scooters are suitable for a
  single rider only. A minor gadget. Year 2003 cost: $2,000+ USD.
  DIRT BIKE
  A motorbike designed for off-road operations. Dirt bikes include
  the Off-Road Suspension option (page 105) at no extra cost. Year 2003
  cost: $4,000+ USD.
  OVERSIZED VEHICLE
  A big ground vehicle with six or more wheels, usually powered by
  a diesel engine rather than gasoline engine (diesel fuel is cheaper, and less
  flammable). Standard features include headlights, seat belts, airbags, and
  air conditioning.
  BIG RIG
  An 18-wheel tractor-trailer combination, with a powerful tractor
  cab designed to tow a big trailer. With trailer, a big rig may be 20 yards
  long. Pick one of these options for the cargo area: flat bed (open cargo),
  van (enclosed cargo), refrigerated (“reefer”), tanker. If the trailer is
  unhooked from the “fifth wheel” (this takes at least two rounds outside
  the vehicle to do this), the rig’s speed can increase by 10-20 mph. Year
  2003 cost: $60,000+ USD.
  BUS
  A city, school, or excursion bus. In action series, these usually make
  their appearance when someone hijacks or plants a bomb on them. A
  typical bus seats 35-45 people (with plenty of standing and cargo room)
  and is about 10-15 yards long. Year 2003 cost: $50,000+ USD.
  HEAVY TRUCK
  A large truck, bigger than an ordinary van. Pick one of these options
  for the cargo area: flat bed (open cargo), van (enclosed cargo), refrigerated
  (“reefer”), tanker. A heavy truck may also be a cement mixer, dump truck,
  street cleaner, fire engine, etc. Year 2003 cost: $30,000+ USD.
  HELICOPTER
  A rotary winged vehicle. Modern helicopters are usually powered
  by a gas turbine engine, and require a pilot’s license to operate. They have
  a horizontal main rotor that provides lift and (by tilting the helicopter)
  SATCHEL CHARGE
  This is a knapsack full of plastic explosive or multiple dynamite
  sticks. The explosion is treated as a concussion grenade, but the blast
  covers a 25 foot radius and the delivers 5d6 damage with a save DC of
  18 for half damage. Unlike a grenade, a satchel charge is too heavy to
  throw far, so its range is limited to melee range for average humans —
  the attacker will be caught in the charge’s blast unless it has a timer. 
  TIMED OR REMOTE DETONATOR
  This device is used to explode a satchel charge (or other bomb) from
  a distance, either at a specific time or in response to an electrical or radio
  signal. Attaching the detonator to the explosive and properly setting it
  requires a Demolitions Skill check, with failure indicating a late or
  premature blast.
  VEHICLES
  Along with their specialised weaponry, many modern era characters use
  rigged and modified vehicles. Additionally, many international organisations
  use high tech vehicles in their quests to keep their interests safe.
  This section describes the standard vehicles likely to appear in a
  modern-day game. Some vehicles are suitable for use as personal vehicles
  by characters, while a desperate individual may commandeer others (such
  as a city bus) when no better transportation is available. This section
  concentrates on general types that are in common use, rather than
  providing individual statistics for specific models. All costs are
  approximate US dollar (USD) values, which can vary greatly.
  Each vehicle counts as a major item of Personal Gear, with the
  exception of the motor scooter and ultra-light (minor Personal Gear).
  These basic templates can be modified using the Customising Vehicles
  guidelines (pages 104). Using the customisation options, the vehicle can
  be further modified to match the character’s personal vision (adding
  options such as supercharged engines or armoured glass windows) with
  each option normally considered to be as a minor Personal Gear.
  AUTOMOBILE
  The basic motor vehicle of the 20th century. Automobiles have four
  wheels and are normally powered by a gasoline internal combustion
  engine. Standard features on modern vehicles include headlights, seat
  belts, air bags, and air conditioning.
  PASSENGER CAR
  An ordinary compact or mid-sized automobile. Cars are available in
  coupe (two doors, often with a hatch back and extra cargo space), sedan
  (four door), or station wagon (extra room in back, but reduced rear
  visibility for driver) body styles. Year 2003 cost: $12,000+ USD. For an
  expensive luxury car, add custom options such as Big Engine and Luxury
  Interior.
  SUB-COMPACT CAR
  A small, somewhat cramped passenger car. It seats four, but with a
  lot less comfort than a comparable mid-sized vehicle. It is easier to park,
  but not as robust. Year 2003 cost: $10,000+ USD.
  PICKUP TRUCK OR SPORT/UTILITY VEHICLE
  A light truck with cab seating (2-3 people), off-road suspension, and
  four-wheel drive and either an open cargo bed (pickup truck) or extra
  passenger capacity (sport/utility vehicle). Year 2003 cost: $20,000+ USD.
  RACE CAR
  A dedicated race car (such as a Formula 1 racer or funny car) with an
  aerodynamic body, a single seat, and very powerful engine. Such a vehicle
  is not “street legal.” Race cars are “hangar queens” that require periodic
  maintenance every few hours just to keep their finely tuned engines and
  transmissions in working order. Year 2003 cost: $100,000+ USD.
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  powerful or very large monster threats. A combat helicopter counts as
  three major items of Personal Gear. Year 2003 cost: $10,000,000+ USD.
  LIGHT HELICOPTER
  A small helicopter that can carry a couple of people. This is a typical
  news or police helicopter. Year 2003 cost: $100,000+ USD.
  propulsion, and a small vertical tail rotor to act as a stabiliser. A
  helicopter is capable of executing vertical takeoffs or landings, and
  hovering. Standard features include landing lights (treat as headlights),
  seat belts, and often air conditioning.
  COMBAT HELICOPTER
  A devastatingly offensive helicopter (such as the AH-1W Super
  Cobra), typically used in battle against combat forces and either very
  CHAPTER 11:
  EQUIPMENT
  TABLE 11-3:VEHICLES
  HIT
  VEHICLE
  SPEED
  MB
  SIZE
  PEOPLE
  CARGO
  ARMOUR
  POINTS
  SKILL
  AUTOMOBILES
  Compact Car
  160
  -
  2
  4
  200 lbs.
  4
  50
  Drive (Car)
  Passenger Car
  160
  -
  2
  5
  400 lbs.
  5
  60
  Drive (Car)
  Pickup Truck
  160
  -
  2
  3
  1 ton
  6
  70
  Drive (Car)
  Race Car
  300
  +1
  1
  1
  -
  5
  60
  Drive (Car)
  Sports Car
  200
  -
  2
  2
  400 lbs.
  4
  50
  Drive (Car)
  Sport/Utility
  160
  -
  2
  6
  400 lbs.
  6
  70
  Drive (Car)
  Stretched Limousine
  160
  -1
  2
  6
  1000 lbs.
  5
  60
  Drive (Car)
  Van
  150
  -1
  3
  2
  1 ton **
  7
  80
  Drive (Van)
  MOTORCYCLES
  Dirt Bike
  140
  +1
  1
  2
  -
  3*
  40
  Drive (Motorcycle)
  Scooter
  120
  +1
  0
  1
  50 lbs.
  2*
  30
  Drive (Motorcycle)
  Motorbike
  180
  +1
  1
  2
  100 lbs.
  3*
  40
  Drive (Motorcycle)
  OVERSIZED VEHICLES
  Big Rig
  150
  -2
  4
  2
  10 ton
  10
  110
  Drive (Big Rig)
  Bus
  120
  -2
  4
  30-50
  1 ton
  9
  100
  Drive (Big Rig)
  Heavy Truck
  150
  -1
  3
  2
  5 tons
  8
  90
  Drive (Van)
  HELICOPTERS
  Combat Helicopter
  300
  +1
  4
  2
  2 tons
  10
  80
  Pilot (Helicopter)
  Light Helicopter
  200
  +1
  2
  3
  500 lbs.
  4
  50
  Pilot (Helicopter)
  Utility Helicopter
  200
  -
  3
  2
  2 tons **
  7
  80
  Pilot (Helicopter)
  AIRPLANES
  Combat Jet
  2500
  +1
  4
  2
  5 tons
  16
  100
  Pilot (Jet Fighter)
  Light Airplane
  350
  +1
  2
  4
  500 lbs.
  4
  50
  Pilot (Light Airplane)
  Heavy Airplane
  300
  -3
  5
  4
  40 tons **
  11
  120
  Pilot (Heavy Airplane)
  Ultra-Light
  100
  +1
  1
  1
  -
  2*
  30
  Pilot (Light Airplane)
  SPEED BOATS
  Off-shore Racer
  180
  -
  3
  6
  1000 lbs.
  7
  80
  Boating (Small Boat)
  Recreational Boat
  80
  +1
  2
  3-4
  200 lbs.
  4
  50
  Boating (Small Boat)
  MILITARY GROUND VEHICLES
  Armoured Personnel Carrier
  70
  -
  4
  13
  2 tons
  20
  120
  Drive (Tank)
  Heavy Tank
  80
  -2
  4
  4
  2 tons
  30
  200
  Drive (Tank)
  Speed is the top speed in miles per hour.  Pickup trucks, sport/utility
  vehicles, and dirt bikes move at half speed off-road.  Other non-military
  ground vehicles are road-bound and can move a maximum of one-quarter
  speed off road.
  MB is the Manoeuvre Bonus.  +1 means a +1 bonus to Initiative rolls
  (only), while a -1 or -2 means that penalty is applied to both Initiative rolls
  and to Driving Skill checks.
  Size is a relative measure of the vehicle’s mass and volume.  “1” means
  the vehicle is about the size of a motorcycle — you could drive it through a
  house’s door, or stow it in the back of a van (weighs up to 1000 lbs.).  “2”
  means it is about the size of a car or pickup truck, and you can park it in a
  normal garage (weighs 1-5 tons).  “3” means it is the size of a large truck
  (uses multiple parking spaces, often weighs 6-10+ tons when loaded).  “4”
  means it is even larger, such as a big tractor-trailer combination that might
  haul 20+ tons. “5” is exceptionally  large (100+ feet).
  People is how many the vehicle is designed to seat, including the driver/pilot.
  Cargo is how many tons or pounds of cargo the vehicle can typically
  carry without suffering movement penalties.  An ** indicates that the cargo
  area can be converted into passenger space at a ratio of 5 people per ton.
  Armour is the number of damage points that the Armour stops.  An *
  indicates that the Armour only protects the vehicle, not the driver or
  passengers.
  Hit Points indicate how much damage the vehicle can sustain before it
  ceases to function.  The vehicle is not necessarily destroyed when its Hit
  Points are reduced to zero — it has merely sustained enough damage to
  shut the engine down, hinder the control systems, or in some other way
  prevent the vehicle from working.  For rules on destroying a vehicle, see
  Breaking Objects, page 108.
  No range is listed, since all vehicles except the ultra-light can operate for
  3-10 hours before requiring refuelling.  The ultra-light’s endurance is under
  one hour.  Oversized vehicles (trucks, big rigs, busses) usually burn diesel
  fuel, while most other vehicles use gasoline.
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  HEAVY TANK
  Heavy tanks (such as the M1 Abrams) are the backbone of military
  forces. They provide strong mobile firepower while providing heavy
  protection for its crew in almost any environment. A heavy tank counts as
  three major items of Personal Gear. Year 2003 cost: $4,000,000+ USD.
  CUSTOMISING VEHICLES
  Options can be added to different types of vehicles to enhance
  performance or give them additional capabilities. Unless otherwise noted,
  each accessory counts as one minor Personal Gear and can only be taken
  once.
  Note that Engine Rebuild, Turbocharger, and Big Engine have
  approximately the same effect in game terms. A superfast vehicle may
  have all three options assigned, however.
  Some vehicles possess supertechnology, which grants them abilities
  beyond those outlined below. These abilities are covered using the Item
  of Power Attribute (see page 50). Creating a vehicle such as this not only
  requires minor and major Personal Gear for the base abilities of the
  vehicle plus any modifications but also requires a Rank in Item of Power
  sufficient to purchase the Attribute(s) granted by the supertechnology.
  AIRFOILS
  An aerodynamic feature (airdams, spoilers, etc.) that improves
  traction by increasing the downward force on a car. Gives a +1 bonus to
  any Drive (Car) Skill check at speeds over 100 mph. Airfoils are available
  for any automobile and some exceptionally fast boats.
  ARMOUR
  The vehicle is retro-fitted with armoured panels, Kevlar inserts, and
  bullet proof glass on the windows. Each time the armour is assigned, the
  extra weight reduces top speed by 10 mph but increases the vehicle’s
  Armour Rating by 3. Armour is available for any vehicle except an ultra-
  light aircraft, and counts as two minor items of Personal Gear.
  BIG ENGINE
  An upgraded engine, such as a big V8 in a passenger car, or a V12
  in a sports car. The engine often differentiates an ordinary passenger car
  from a luxury model, or a basic sports car from a racer. A big engine adds
  20 mph to the top speed of any ground vehicle or 10% to aircraft speed.
  BURGLAR ALARM
  If a door, trunk, or window is opened without the proper key, an
  alarm will sound to alert (and annoy) everyone in the vicinity. Defeating
  the alarm requires an appropriate Skill check against a DC of 25.
  Marginal failure means the thief realises he or she cannot disarm it while
  a worse failure means will trigger the alarm.
  CITIZEN’S BAND (CB) RADIO
  With a range of a few miles, truckers favour CBs for exchanging
  information on road conditions, speed traps, and general gossip. Unlike a
  personal cell phone, a CB broadcasts to everyone in the area — it is not
  useful for private communication, but is great for distress calls. A similar
  option can be taken for taxi dispatcher radios. A CB radio can be installed
  in any vehicle.
  CONSUMER ELECTRONICS
  These electronic gadgets include small TV sets, a vehicular
  computer, fax machines, etc. A cassette or CD player in a car can be
  considered a fairly mundane item. Electronics can be added to any
  vehicle, provided the size seems reasonable.
  CONVERTIBLE TOP
  The vehicle with this option has a removable or retractable plastic,
  fibreglass, or fabric top. Removing the top gives a better view and nice
  breeze, but also means that the driver and passengers are now “partially
  exposed,” and are at the mercy of the weather. Exposed occupants are also
  UTILITY HELICOPTER
  A larger helicopter that is often a civilian version of a military
  troop-carrying model. These choppers are designed to carry a dozen
  people or a decent cargo load. Helicopters of this sort are often used as
  air ambulances. Year 2003 cost: $1,000,000+ USD.
  AIRPLANE
  An airplane relies on wings for lift and a propeller or jet engine for
  propulsion. It requires a smooth, flat runway for takeoffs and landings.
  While airborne it must maintain a minimum speed (usually about 1/10
  its maximum speed) to avoid stalling. Standard features include landing
  lights (treat as headlights), seatbelts, emergency parachutes, and often air
  conditioning.
  COMBAT JET
  Military jets and bombers (such as the F/A-18 Hornet or B-2 Spirit)
  are incredibly powerful machines used to assist ground assaults or carry
  out missions alone. A combat jet counts as four major items of Personal
  Gear. Year 2003 cost: $50,000,000+ USD (sometimes exceeding $1
  Billion USD).
  LIGHT AIRPLANE
  A single-engine propeller-driven passenger airplane, capable of
  operating out of grass strips or landing on a smooth stretch of highway if
  necessary. Light aircraft are a favourite of drug runners. Use Pilot (Light
  Plane) Skill. Year 2003 cost: $100,000+ USD.
  HEAVY AIRPLANE
  A large plane, often with two or four engines, which is used
  primarily to transport large numbers of people or cargo. Heavy airplanes
  often require longer runways in order to take off or land. A heavy airplane
  counts as two major items of Personal Gear. Year 2003 cost:
  $10,000,000+ USD.
  ULTRA-LIGHT
  A small one-man powered hang-glider that is used mainly for
  recreation. Counts as a minor items of Personal Gear. Year 2003 cost:
  $10,000+ USD.
  SPEED BOAT
  Boat designs come in a variety of shapes, depending on their desired
  function. Speed boats have sleek hull designs and powerful engines in
  order to travel at high speeds. Standard features include a VHF radio
  (treat as a CB radio), convertible tops, running lights, and lifejackets.
  RECREATIONAL SPEED BOAT
  A medium-sized powerboat, usually with an outboard engine. These
  boats are often used for water-skiing. Year 2003 cost: $10,000+ USD.
  OFFSHORE RACER
  These large race boats, usually measuring between 10 and 18 yards
  in length, are used in offshore racing. Smugglers often utilise these sleek,
  fast boats to transport illegal goods. Year 2003 cost: $80,000+ USD.
  MILITARY GROUND VEHICLES
  When battling against foreign incursions or giant monsters, the
  army will come to the rescue with their awesome firepower.
  Unfortunately, sometimes even that is not enough.
  ARMOURED PERSONNEL CARRIER (APC)
  A lightly armoured, full-tracked, air-transportable personnel carrier
  designed to carry and protect personnel and certain types of cargo. Year
  2003 cost: $500,000+ USD.
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  MANUAL TRANSMISSION
  There are two types of transmissions: manual and automatic. An
  automatic transmission is assumed to be standard issue for automobiles
  (but not other vehicles), and means that the gear mechanism changes by
  itself. In a manual transmission, the driver must shift the gears on his or
  her own, usually with a stick and the clutch pedal. In the case of
  automobiles, a manual transmission gives an additional -1 penalty to
  characters who are trying to do something else while they drive, such as
  shoot a gun. If, however, a vehicle with an automatic transmission and
  one with a manual transmission are competing in a race, the GM should
  give any driver who has both the Drive Skill and a manual transmission
  an extra +1 bonus to reflect the greater speed control the manual
  transmission provides. This is a mundane option for automobiles.
  NITROUS OXIDE TANK
  This option adds a nitrous oxide tank and push-button injection
  system. Nitrous oxide (“laughing gas”) can be injected into the engine,
  which releases more free oxygen and improves cylinder pressures and
  engine temperature. This action allows extra fuel to be burned in a more
  controlled fashion, resulting in a quick power boost for a short sprint. A
  single injection adds 30 mph to speed and +2 to Initiative on any round
  it is used. A tank can be used for up to five rounds before depleting the
  nitrous oxide bottle. This performance enhancer is available for any
  vehicle except aircraft and tracked military ground vehicles.
  OFF-ROAD SUSPENSION
  A raised suspension and special tires allow the vehicle to drive cross-
  country at two-thirds of the on-road top speed. The extra suspension
  weight also means -5 mph to road speed. For airplanes, this option
  corresponds to Rough-Field Landing Gear that lets the aircraft land
  without a proper runway. Off-road suspension is available for any ground
  vehicle or light aircraft.
  POLICE-BAND RADIO
  This radio allows the driver to listen to, and communicate on,
  police and emergency frequencies. If the cops find one of these in a
  vehicle, they may be a little suspicious, however. This radio is available
  for any vehicle.
  PONTOONS
  Pontoons allow an aircraft to land in, or take off from, water. The
  extra air drag reduces the aircraft’s top speed by 5 mph. Pontoons are
  available for any helicopter or light airplane.
  RADAR DETECTOR
  A detector can warn the driver if a police radar trap is within a few
  miles. Recent models also detect police laser scanners.
  ROCKET ENGINE
  The vehicle is outfitted with a rocket engine (either replacing
  propellers for an airplane or as a booster rocket for ground vehicles). The
  engine drastically increases the speed of the vehicle by an additional 100
  mph but the expensive modification counts as a major items of Personal
  Gear. Additionally, for ground based vehicles, the driver incurs a -2
  penalty on all Drive Skill checks while the rocket booster is activated.
  This option is not available to tracked military vehicles.
  ROTATING LICENSE PLATE
  With a flick of a switch, the license plate can flip to reveal an
  alternative identity for a vehicle. This illegal modification is available for
  any automobile or oversized ground vehicle.
  SIDECAR
  Sidecars are attached to motorcycles, allowing an extra person to
  ride. This option reduces the top speed by 10 mph. A motorbike sidecar
  requires three rounds to attach or detach.
  completely unprotected from overhead attacks and can be attacked
  (bypassing vehicle Armour/Hit Points) more easily from the side or rear
  (-4 attack check penalty to ignore the car’s Armour). On the plus side,
  those occupants can also fire out of the vehicle without any difficulty, and
  jump in or out more easily. This feature is available for automobiles;
  recreational speed boats and most offshore racers automatically possess
  this option.
  DOOR MOUNT
  This option is a post and bracket for mounting a light or heavy
  machine gun out a helicopter’s or van’s open side door.
  ELECTRONIC COUNTERMEASURES
  This advanced defence system enables the vehicle to avoid detection
  by radar and other sensors. Any attempt to mechanically detect the
  vehicle (except through the basic senses such as sight or hearing) incurs a
  -6 penalty.
  ENGINE REBUILD
  A rebuild is major custom upgrade to the engine, rather than just
  simply increasing its size. In a car, this may involve removing and
  completely cleaning the existing system (including “hot tanking” the
  engine block in a chemical bath to remove grime), then adding various
  modifications (known as “blueprinting”). Other engine “buzz-words”
  include forged dome pistons, tuneable fuel injection, strengthened rods and
  bearings, adjustable or hot cam socket, tubular headers, custom intake
  manifolds, big valves, and a bored-out throttle body. This option adds 20
  mph to the top speed of any ground vehicle or 10% to aircraft speed.
  FURNISHINGS
  Furnishings include a mini-bar, mini-fridge, kitchenette, chemical
  toilet, bunk bed, etc. For larger furnishings (kitchenette, bunks, etc.) each
  one added also requires replacing one or two seats, depending on the size.
  Furnishings can be added to any vehicle with Size 2 or more.
  GLOBAL POSITIONING SYSTEM (GPS)
  This option uses satellite systems to provide precise navigational co-
  ordinators, which prevents the driver from becoming lost. Naturally, it is
  still possible to miss a turn through human error. A GPS can be added to
  any vehicle.
  HIDDEN CARGO SPACE
  This space is often used in vehicles that are designed to smuggle
  goods across borders or past highway patrols. Up to 10% of the vehicle’s
  cargo capacity can be considered “hidden” under fake panels and bogus
  fixtures. Hidden space can be added to any vehicle with cargo capacity.
  IMPROVED BRAKES
  This option includes high quality brakes, drag chutes, or spiked
  tires that allow the vehicle to stop faster than normal. Those breaks
  provide a +2 bonus to Drive Skill checks on any manoeuvre where
  sudden, sharp deceleration is important. Improved brakes can be added
  to any ground-based vehicle.
  IMPROVED SHOCKS
  Some vehicles have high quality or adjustable shock absorbers or
  springs, which provide an extra +1 bonus to Drive Skill checks in any
  circumstance where the suspension would be important (such as crossing
  over obstacles).
  LIGHTS AND SIREN
  Any vehicle can be fitted with a noisy siren and flashing lights. This
  option can also provide a powerful spot search light.
  LUXURY INTERIOR
  Leather upholstery, lots of chrome, extra head room, or other items
  on a vehicle are a sure way to impress someone special. A plethora of
  luxury options are available for most vehicles.
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  by 25 mph and it will have a -4 initiative penalty while towing the trailer.
  Trailers can be added to any automobile or oversized vehicle.
  TURBOCHARGER
  This device uses the engine’s exhaust stream to drive an air
  compressor, which increases the engine’s power output. This extra power
  adds 20 mph to top speed, but there is no extra initiative bonus, due to
  “turbo lag” — the delay it takes for the turbocharger to respond.
  Tuberchargers are available for any vehicle except aircraft and heavy tanks.
  WEAPON MOUNT - LIGHT
  A weapon mount is a bracket or pintle for mounting a light or
  heavy machine gun on the vehicle’s roof, deck, or the underside of a wing.
  WEAPON MOUNT - HEAVY
  This mount is used for mounting heavy weapons such as rockets.
  BODY ARMOUR AND
  PROTECTIVE DEVICES
  Most armour only covers some of the body, leaving the face and
  often other extremities unprotected. An attacker can aim for an
  unprotected spot in exchange for suffering a penalty on his or her attack
  check (see Called Shot to Partial Armour, page 116). The Armour values
  listed in this section represent average-quality construction and materials.
  Shoddy workmanship, poor construction techniques, or weak materials
  can penalise the given Armour values by -1 to -4. Exceptional
  workmanship, advanced construction techniques, or resilient materials
  can increase the given Armour values by +1 to +4.
  ANCIENT ARMOUR
  LIGHT MAIL
  A light shirt of fine metal links that can be hidden under a normal
  jacket and stops 4 damage. Due to the armour’s weight, the character suffers
  a -2 penalty on physically-oriented Skill checks. Minor Personal Gear.
  PARTIAL METAL ARMOUR
  A mail hauberk or cuirass, open helmet, and arm or leg protection.
  It stops 5 damage. Due to the armour’s weight, the character suffers a 
  -4 penalty on physically-oriented Skill checks. Minor Personal Gear.
  FULL METAL ARMOUR
  A complete head-to-foot suit of metal armour, similar to those
  worn by medieval knights in battle. It stops 6 to 8 damage. Due to the
  armour’s bulk, the character makes physically-oriented Skill checks at a 
  -6 penalty. Major Personal Gear.
  SLICK TIRES
  A vehicle may be outfitted with flat racing tires (no grooves) for
  better traction. Slicks give a +1 bonus to any Drive checks on smooth,
  dry tracks, but unfortunately have a poor grip on wet roads: an additional
  -2 penalty is assigned to any penalties suffered by a vehicle for the
  weather conditions. Slicks are available for any wheeled ground vehicle.
  SMOKE SCREEN/OIL SLICK
  This option releases smoke behind the vehicle, obscuring view in a
  cloud about 10 yards in diameter. The screen will last for 1-6 rounds
  depending on the wind. Alternatively, it could act as an oil slick, which
  creates a slippery area that hampers the control of any vehicle driving
  through it. A driver may avoid the oil slick if he or she spots it in time.
  At GM’s option, a character caught in a smoke screen/oil slick might be
  required to make a successful Driving Skill check to avoid an accident. A
  fully charged smoke screen/oil slick is good for three rounds of use, and
  is available for any automobile or oversized ground vehicle. 
  SPECIAL TIRES OR PUNCTURE-RESISTANT
  Tires may be designed with various special abilities. These include
  solid puncture-resistant tires that run while flat (halve penalties for losing
  a tire) or special snow tires (reduce or negate any penalties that the GM
  may assign for manoeuvring on snow or ice). Any wheeled ground vehicle
  can be equipped with special tires.
  STRETCHERS AND MEDICAL EQUIPMENT
  This option differentiates ambulances from regular vehicles. Each
  stretcher replaces two seats for passenger capacity purposes. Medical
  equipment can be added to any van or utility helicopter.
  STRIPPED
  These vehicles are carefully stripped down to improve their power
  to weight ratio. In a car, this might mean removing glass from side
  windows (replacing them with nets), taking out the headlights, stripping
  out the doors (the driver will now climb through the window), modifying
  the seats, and otherwise removing items that are required for regular
  driving but unnecessary or unsafe for a high-speed race. Stripping a
  vehicle will add 20 mph to top speed if the vehicle is still “street legal” or
  30 mph if enough stuff is removed so that the vehicle no longer meets
  minimum safety standards. All vehicles, except an ultra-light, can be
  stripped. 
  SUN ROOF
  A sun roof is an open hatch in the top of the vehicle, which can be
  added to any car or van. Characters who lean out the opening can be
  attacked, but receive a benefit for partial cover (-4 penalty to the
  attacker’s check). A sun roof is available for any automobile or oversized
  ground vehicle.
  SUPERCHARGER
  A supercharger is designed to increase an engine’s power. The
  supercharger uses a belt-and-pulley mechanism linked to an engine’s
  crankshaft. It functions by forcing extra air and fuel into the engine’s
  combustion chambers. A supercharger adds 20 mph to top speed and the
  extra acceleration gives a +2 Initiative bonus. Superchargers count as
  two minor items of Personal Gear, and are available for any vehicle except
  aircraft and heavy tanks.
  TOW WINCH
  A winch allows the vehicle to tow other vehicles of equal or smaller
  size (similar to pulling a trailer — see Trailer below). A winch is available
  for any pickup truck or oversized ground vehicle.
  TRAILER
  A trailer lets the vehicle tow extra cargo. A typical trailer is
  designed for a car or van and can hold a half-ton (for a car-sized trailer)
  or 1-2 tons (for a larger trailer). The vehicle’s top speed will be reduced
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  TABLE 11-4: ARMOUR AND PROTECTIVE DEVICES
  ARMOUR TYPE
  ARMOUR VALUE
  PENALTIES
  ANCIENT ARMOUR
  Light Mail
  4
  -2 on physically-oriented Skill checks
  Partial Metal Armour
  5
  -4 on physically-oriented Skill checks
  Full Metal Armour
  6 to 8
  -6 on physically-oriented Skill checks
  MODERN ARMOUR
  Leather Jacket
  1
  None
  Soft Body Armour
  4
  -2 on physically-oriented Skill checks
  Tactical
  8
  -4 on physically-oriented Skill checks
  SHIELDS
  Buckler
  4
  None
  Standard Shield
  6
  Requires one free hand to use
  Heavy Shield
  8
  Requires one free hand to use, 
  -4 on physically-oriented checks
  Tactical Shield
  10
  Requires one free hand to use, 
  -2 on physically-oriented checks
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  one free hand with which to wield the shield. Stops 6 damage. Minor
  Personal Gear.
  HEAVY SHIELD
  This shield is approximately one to two yards in height and acts as
  a virtual wall, protecting the character from damage. Not only does it
  require a free hand for use, but its large size also makes it difficult for the
  character to accomplish physically-oriented Skill checks, imposing a -4
  penalty. Stops 8 damage. Minor Personal Gear.
  TACTICAL SHIELD
  This modern version of a Heavy Shield is built from light-weight
  materials. Due to its advanced construction, it not only provides greater
  protection but also is easier to wield, imposing only a -2 penalty on
  physically-oriented Skill checks. Stops 10 damage. Major Personal Gear.
  MODERN ARMOUR
  LEATHER JACKET OR RIDING SUIT
  This mundane item stops 1 damage from melee attacks or
  concussion damage.
  SOFT BODY ARMOUR
  This armour is a light-weight ballistic-fibre “flak jacket” or “bullet
  proof vest.” The armour works by catching the bullet in fibres and rapidly
  distributing the impact energy, often turning a potentially lethal
  penetration into a bruising blow. Armour is usually made of poly-aramid
  plastic fibres (Kevlar or Twaron) or extended-chain polyethylene (Spectra).
  A typical vest subtracts 4 from the damage inflicted on the character, but
  can be worn concealed under a jacket or coat. It is cumbersome, however,
  and penalises the wearer with a -2 penalty on physically-oriented Skill
  checks. Spotting the armour requires a Spot Skill check; it will be obvious
  if anyone does a pat-down search. Minor Personal Gear.
  TACTICAL ARMOUR
  This armour is a heavy armoured outfit (with a helmet) of the sort
  worn by SWAT teams and soldiers. It consists of a rigid ballistic jacket,
  usually made of composite material such as Spectra Shield (Spectra fibres
  held in a special Kraton resin), sometimes with
  ceramic or metal plate inserts. The
  armour is resistant to nearly all
  pistol fire and some less
  powerful rifle rounds.
  Tactical armour cannot be
  concealed — everyone
  seeing the character will know
  he or she is wearing body armour.
  Tactical armour is uncomfortable to wear
  all the time, and characters will not be able to
  rest and relax while wearing it. Someone who wears
  the armour for several hours on a hot day may
  have to make Fortitude saves (against an
  appropriate DC) to avoid passing out from
  heat stroke. Tactical armour subtracts 8 from the damage
  inflicted to the wearer. The armour requires at least three rounds
  to strap on or take off, and is sufficiently heavy that physically-
  oriented Skill checks suffer a -4 penalty. Major Personal Gear.
  SHIELDS
  Shields stop a significant amount of damage if they are interposed
  between an attack and the target with a successful Block Defence (page
  120). If the damage exceeds the Armour rating, the remaining damage is
  delivered to the intended target.  This damage can reflect several events:
  penetration of the weapon through the shield; damage delivered to the
  target’s arm through a forceful impact; the shield slamming
  against the head or body of the target; a piece of the shield
  splintering away into the target; a target’s physical
  exhaustion after successive shield impacts; etc.  The
  reason why the target receives the excess damage is
  best determined by the combat situation.
  BUCKLER
  This small shield can be strapped to a
  character’s arm and be used to block attacks.
  Since it is strapped to the character’s arm, it
  does not require a free hand to use. Stops 4
  damage. Minor Personal Gear.
  STANDARD SHIELD
  This shield is approximately 3 feet in diameter
  and provides excellent protection for the character.
  Due to its size, however, the character must have
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  SPECIAL PROTECTIVE DEVICES
  GOGGLES AND EAR PROTECTORS
  This gear provides a +6 bonus to resist the stunning effects of
  flash-bang grenades, but prevents the character from hearing any normal
  conversations. They require one round to put on or remove. Minor
  Personal Gear.
  GAS MASK
  A gas mask protects against tear gas and similar
  attacks, but imposes a -4 penalty on all checks for
  actions requiring peripheral vision. It requires one
  round to put on or remove. Minor Personal Gear.
  BREAKING
  OBJECTS
  Battles between powerful foes often result
  in a great deal of collateral damage. How
  effective is a manhole cover as a shield? How
  much damage can a telephone pole deliver before
  it breaks? 
  Objects are divided into two main
  categories: static and operational. Static objects
  are those that exist without working parts, such as
  most melee weapons, furniture, buildings, etc.
  Operational objects are things that have moving
  parts that work together in some way to accomplish a
  task. Examples include firearms, vehicles, computers,
  and other similar objects. 
  STATIC OBJECTS
  Static objects possess an Armour Rating. This is an amount
  of damage that the object is capable of stopping. If the object is
  hit with more damage than this, it suffers damage up to its
  Armour Rating and any remaining damage passes through it
  (possibly injuring characters behind it). Though the object is
  damaged, it still maintains its structure but will require repairs later. If
  an object suffers repeated damage, roughly 5 to 10 times within a short
  period of time (GM discretion), it has suffered sufficient damage to break.
  If the object suffers five times its Armour Rating in damage in one attack,
  it is completely destroyed — it is beyond repair and must be completely
  rebuilt or replaced.
  OPERATIONAL OBJECTS
  Operational objects have both an Armour Rating and Hit Points. If
  the object suffers more damage than its Armour Rating, the excess
  damage is deducted from its Hit Points. If its HP are ever reduced to
  zero, it ceases to function in its given task; a car will no longer run, a gun
  will no longer fire, etc. The object is not destroyed — it is simply
  rendered non-functional. It can be repaired later and returned to normal.
  Additionally, as with Static objects, if the item suffers five times its
  Armour Rating in damage in one attack, regardless of how many Hit
  Points it has remaining, it is completely destroyed — it is beyond repair
  and must be completely rebuilt or replaced.
  PENETRATING (ARMOUR) 
  VS. OBJECTS
  When a character uses a Special Attack with the Penetrating
  (Armour) Ability (see page 65), the attack is more likely to destroy an
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  DESTROYING BUILDINGS
  Characters usually gain automatic successes when they target a
  building in a melee or ranged attack. Most buildings, whether they are
  mainly comprised of stone, brick, wood, or steel, have 5 Armour for each
  size ranking. If a building suffers more damage than its armour rating, it
  has suffered structural damage; there will be holes in walls and/or floors,
  powered systems begin to cease working, etc. If the building ever suffers
  five times its armour rating in damage in one attack, some or all of the
  building will collapse. For example, a mid-sized office building partially
  collapses if it suffers 125 damage in one attack. Characters within or
  adjacent to a collapsing building may suffer damage equal to the
  building’s Armour rating, unless they can reach safety (possibly via a
  movement Attribute or with a successful Reflex save, GM’s discretion).
  As with normal Static objects, repeated damage may eventually destroy
  a building (see page 108).
  Weapons without the Area Effect or Spreading Abilities are much
  less effective against large structures such as buildings: any damage that
  penetrates the building’s Armour is localised, representing the attack
  only damaging a small area of the structure.
  BLOWING UP WORLDS
  Really large and dense objects like an asteroid, moon, or planet has
  an exceptionally high armour rating (15 Points for each size ranking)
  representing the massive thickness of rock or gas that surrounds its core.
  In order to do any significant damage to the planet itself (rather than just
  blowing away cities, vegetation, or other surface features) this Armour
  value must also be penetrated. Only weapons with Area Effect assigned
  multiple times are useful — all other attacks simply do not affect a large
  enough section of the object to be noticeable. Table 11-7: Planetoid
  Armour Ratings shows the armour rating of planetoids. If an attack
  delivers more damage than this value, the object has suffered damage
  necessary to blow away its atmosphere, cause massive earthquakes and (if
  it has oceans) tsunamis, and other similar disasters. If an attack inflicts five
  times this value in one blast, it will actually destroy the world, blasting it
  into smaller chunks or an asteroid belt. As with normal Static objects,
  repeated damage may eventually destroy a planetoid (see page 108).
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  object. Each assignment of Penetrating (Armour) reduces the multiplier
  required to destroy an object by 1. For example, if a character attacks a
  steel girder, he or she must inflict over 75 damage (Armour Rating of 15
  times 5) to destroy it. If the character had special claws with Penetrating
  (Armour) assigned three times, however, the character only needs to
  inflict over 30 damage (Armour Rating of 15 times [5 minus 3 due to
  three assignments of Penetrating: Armour = 2] = 30).
  ARMOUR RATINGS OF OBJECTS
  The Armour Rating of an object indicates how much damage the
  object can stop and it is dependent on the material from which the object
  is made, the size of the object, and how well it is constructed. A hollow,
  aluminium pole will be far weaker than a solid aluminium pole of the
  same size. Table 11-5: Static Object Armour Ratings provides rough
  Armour Ratings for common Static objects. GMs are encouraged to use
  this chart as a basis when determining the Armour Rating of other
  objects encountered in their games, adjusting for the material from which
  the object is made, the thickness of the material, the quality of
  construction, and other similar factors. The Armour Ratings and Hit
  Points for common operational objects are listed in Tables 11-2: Weapons
  and 11-3: Vehicle . In most cases, the Hit Points of an operational object
  is equal to 10 plus five times the object’s Armour Rating.
  DAMAGE TO WEAPONS
  When a character uses a melee weapon against an armoured foe,
  there is a risk of the attack’s force breaking the object. The damage from
  an attack must either be delivered to the target, or (if the target is
  armoured) delivered to the weapon itself. If the target’s Armour prevents
  damage equal to five times the weapon’s Armour Rating in one attack,
  the weapon breaks, snapping under the strain. When a character scores a
  critical hit (see page 122), his or her weapon will not break, regardless of
  any damage prevented.
  BREAKING ITEMS OF POWER
  Items of Power are treated as if they possess an additional 5 Armour
  per Rank of the Item of Power when determining whether or not they
  break. 
  For example, a character with a long sword that is a Rank 4 Item
  of Power attacks a dragon. The character strikes a fantastic blow,
  delivering 42 damage. The dragon has 45 Armour. Under normal
  circumstances, a typical long sword, which can inflict a maximum of 8
  damage, would break if 40 damage was prevented (5 times it’s Armour
  Rating of its maximum damage value of 8). Since the character’s sword is
  an Item of Power, however, it will only break if 140 damage is stopped
  by an attack (8 Armour Rating + 5 damage per Rank of Item of Power
  = 28; 28 x 5 = 140).
  TABLE 11-5: STATIC OBJECT ARMOUR RATINGS
  OBJECT
  ARMOUR RATING
  OBJECT
  ARMOUR RATING
  Bench/Table, Metal
  4 
  Steel Cables 
  4
  Bench/Table, Wood  
  2  
  Steel Girder 
  15
  Cement Barrier 
  15  
  Stop Sign  
  3
  Door, Wooden 
  4  
  Telephone Pole, Metal 
  10
  Door, Vault  
  25  
  Telephone Pole, Wood 
  8
  Dumpster, Metal 
  9  
  Tree, Giant  
  20
  Furniture, Wood 
  3  
  Tree, Large  
  15
  Ladder, Metal 
  4  
  Tree, Medium 
  10
  Manhole Cover 
  12  
  Tree, Small  
  5
  Melee Weapons
  Equal to the weapon’s maximum damage, 
  see Table 11-2: Weapons
  Buildings
  See Table 11-6: Building Armour Ratings
  Planetary Objects
  See Table 11-7: Planetoid Armour Ratings
  TABLE 11-6: BUILDING ARMOUR RATINGS
  TYPE OF BUILDING
  SIZE RANKING
  ARMOUR RATING
  Phone Booth
  1
  5
  Wood Shed
  2
  10
  Three-Bedroom House
  3
  15
  Small Office Building (6 Floors)
  4
  20
  Mid-Sized Office Building (12 Floors)
  5
  25
  Large Office Building (24 Floors)
  6
  30
  Skyscraper (50 Floors)
  7
  35
  TABLE 11-7: PLANETOID ARMOUR RATINGS
  SIZE OF OBJECT
  SIZE RANKING
  ARMOUR RATING
  Meteor (100 yard diameter)
  6
  90
  Small asteroid (1 mile diameter)
  9
  135
  Medium asteroid (10 miles diameter)
  13
  195
  Big asteroid (100 miles diameter)
  16
  240
  The Moon or Mercury
  21
  315
  Mars
  23
  345
  Earth or Venus
  24
  360
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  GM, who may something like “It takes you two hours to reach the castle”
  or fixing the computer takes 20 minutes.” The GM should telescope time
  until something interesting happens: “Two weeks pass as you go about
  your jobs and engage in routine training. Then the Empress summons
  you for a special mission....” Finally, in very dramatic situations such as
  combat, the GM may keep very precise track of time, using individual
  “combat rounds.” GMs may go back in time as well to employ flashback
  scenes. A flashback is a useful tool to establish the background for a story
  without simply recounting the information in dry lecture fashion,
  allowing the player to work through the event.
  SCENE, ROUND, AND INITIATIVE
  Three common measures of game time in BESM d20 are a scene,
  round, and Initiative. A scene is any situation where the events remain
  linked, moment-to-moment. Think of it in anime terms — a scene lasts
  until the camera cuts to an entirely new setting, potentially with new
  characters. If, for example, a character is listening to the pleading of a
  distraught farmer, the conversation constitutes a scene. Once the GM
  switches scenes to the character entering a dark uninhabited section of
  the forest, the farm scene ends and a new scene begins in the forest. If a
  bandit interrupted the conversation by attacking the farmer, intent on
  shutting him up before he could reveal any important information, the
  scene would not yet end when the character chased after the bandits
  toward the forest. Since the events are still linked moment-to-moment, it
  is still a part of a scene although the setting has changed.
  A round is a measure of time of approximately 6 seconds in length,
  while an Initiative is one specific moment in time. When combat occurs,
  characters roll Initiative (see page 114) and each is allowed to act on his
  or her Initiative. The round is broken into a number of Initiatives equal
  to the highest Initiative rolled for the round. For example, in a combat
  between three characters who roll an 11, 19, and 24, the combat round
  has 24 Initiatives. The round remains 6 seconds in length, but for the
  purposes of action within the conflict, there are 24 potential individual
  moments — 24 instances where a character could decide to act. 
  TAKING ACTION
  Every character is capable of performing or attempting a nearly
  endless list of actions. These can be mundane activities (talking,
  breathing, thinking), skilled activities (building a suit of power armour,
  hacking into a computer, moving silently, climbing the side of a
  building), or combat activities (fighting, dodging, shooting). A later
  section on combat (page 114) covers combat action in detail and thus is
  not discussed here. Additionally, players can assume that characters carry
  out routine skilled activities successfully on a regular basis unless specified
  otherwise by the GM. For example, the GM can assume that characters
  with the Gun Combat Skill routinely keep their weapons clean, safely
  stored, and properly maintained.
  Every GM has a preferred method for having players describe their
  characters’ actions. Usually this involves the GM moving from player to
  player asking, “What is your character doing?” Experienced GMs try to
  give each person equal role-playing time so that everyone is an important
  facet of the story (switching between characters as necessary). Conversely,
  players are responsible for relating their characters’ intended actions to
  the GM. In return, the GM will describe the results of those actions or
  will request an Ability or Skill check to determine the outcome.
  COMBAT
  INTRODUCTION
  In a role-playing game, most character or NPC actions do not
  require any particular rules. A player simply says his or her character
  walks across a room, picks up an object, drives a vehicle, or talks to
  someone, etc., and if the GM agrees that it is possible, this simply
  happens. Personal interaction between characters or NPCs normally
  consists of the players and GM talking “in character” and describing what
  their characters are doing. In the GM’s case, he or she describes what the
  characters are seeing, hearing, smelling, touching, and tasting.
  In the course of a game, circumstances may arise where specific
  rules can help determine what happens. This is usually the case when the
  outcome of an action or event is uncertain and the result is important to
  the story. If a character needs to fix a broken reactor pump to prevent a
  nuclear meltdown, can he or she do it in time? If a character’s car drives
  off a cliff, can he or she jump clear in time, and if not, how badly will the
  crash injure the character? If two people fight, who wins?
  A character’s Ability Scores, Attributes, Skills, and Calculated
  Values help resolve these dramatic questions. In many cases, dice rolls can
  add additional hazard and drama to the action. The dice rolls represent
  elements beyond the direct control of the character or the uncertainty
  that results when opposing characters interact. 
  In some situations, the GM may elect to determine the results by
  simple fiat, without rolling dice (see Should I Make my Players Roll
  Dice?, page 111). The GM may do so if he or she thinks a particular
  outcome is certain or is dramatically necessary to the game.
  One situation the rules cover in greater detail is combat. The
  rules for combat are extensive, giving players a greater sense that they
  are in control of their characters’ every step. If they lose, they will know
  the GM has not arbitrarily killed or injured their characters. The GM
  can also follow a similar procedure with any other actions that affect a
  character’s fate: treat routine activities in passing and delve into more
  detail whenever an action influences the player character physically or
  emotionally. 
  THE PASSAGE OF TIME
  “In game” passage of time in a role-playing game is fluid, just as it
  is in anime movies or TV series. In some situations, like a conversation
  between two characters, the movement of game time normally matches
  real world time. More often, the amount of time that passes depends on
  the characters’ activities as set by the players’ actions and officiated by the
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  IMPORTANT!  Do not hesitate to go beyond the rules if you are
  the Game Master.  If you dislike a rule presented in the BESM d20
  RPG, you are encouraged to modify it to suit your needs and those
  of the players.  Do not let your own vision of an anime role-playing
  game be superseded by anything you read in this book.  These
  pages are filled with guidelines and suggestions, but certainly do
  not reflect the “One True Way” to role-playing success.  Use what
  you like, discard what you do not, and fill in the blanks with your
  own ideas.
  BESM d20 Versus Normal d20
  In the creation of an anime game, certain rules changes have
  been made from the traditional d20 System to suit the style.
  Players familiar with d20 may notice some of those changes (some
  are specifically called out).  It is recommended, when running a
  game of BESM d20, that GM’s use the modified, anime-specific
  mechanic over the traditional d20 mechanic.  The mechanics have
  been designed with achieving a cinematic, anime feel in mind.  In
  the end, however, you are the final arbiter of what mechanics you
  do and do not use and should always select the mechanics with
  which you feel most comfortable. 
  Since there is a wealth of material published by numerous
  companies for the d20 System, players and GMs may prefer either
  the traditional, core d20 system published by Wizards of the Coast
  or third party d20 material. Feel free to use the mechanics that
  best suit your style and preference of play. So long as you and your
  fellow players are having fun, there is no wrong way to use the
  d20 System.
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  remain unknown to the character. If, for example, there is something
  hidden that the character may or may not notice, the GM can secretly roll
  dice to see if the character spots it. If the GM allowed the player to roll
  the dice, the player would know that a clue existed even if the character
  did not succeed in noticing it.
  ABILITY CHECKS
  An Ability check is used when the GM believes that innate ability
  is more important than any learned expertise or combat capability.
  During an Ability check, the GM decides which Ability Score would be
  most relevant to the action in question. For actions that fall under the
  domain of an Attribute, the relevant Ability Score is usually given in the
  Attribute description (see page 37).
  A successful Ability check involves the player rolling equal to or
  greater than the difficulty class for the given task with 1d20 + the
  character’s modifier for the applicable Ability Score. DCs usually fall
  between 5 (rather easy task) and 30 (very challenging task) though
  they can certainly be higher for exceptionally difficult or near
  impossible tasks.
  Consider the three action descriptions below:
  Action 1:
  “My character, Naruto, is going to search for the artefact.”
  Action 2:
  “My character, Naruto, is going to search for the artefact in
  the lower levels of the castle.”
  Action 3:
  “My character, Naruto, is going to quickly search for the
  artefact in the lower levels of the castle. He will knock down
  doors if he has to, not caring who or what is on the other side,
  in order to find it as fast as possible.”
  All three accounts involve Naruto looking for the artefact, but the
  level of detail is quite different. You should not be overly concerned with
  detail if it is irrelevant to your character’s actions (such as exactly how
  Naruto is forcing open the doors in Action 3), but sometimes a little
  detail can greatly alter the GM’s interpretation of the event.
  ATTRIBUTES AND ACTIONS
  In some situations, it is important to know how many Attributes a
  character can activate at one time and how quickly he or she can activate
  the Attribute. Innate Attributes, such as Armour or Superstrength, are
  considered always active, unless the character selects a Restriction Defect
  (see page 94) whereby the Attribute is not always active. Powers which
  must be activated but do not usually require a dice roll, such as Force
  Field, can be activated at a rate of one per Initiative starting on the
  character’s Initiative roll; these activations do not require the character to
  use an action. Attributes that must be activated and do require a dice roll
  demand focus, and thus the character must spend one or more actions to
  activate the Attribute. A character can have any number of Attributes
  active at any moment, though GMs may wish to impose penalties if the
  character is focusing on too many things. It is usually obvious which
  Attributes fall into which category, but the final classification is at the
  Game Master’s discretion.
  USING ATTRIBUTES AT REDUCED RANKS
  Unless a character assigns the Maximum Force Defect (page 92) to
  an Attribute, he or she can voluntarily use the Attribute at reduced
  Attribute Ranks. For example, a Ninja with Rank 6 Teleport (maximum
  safe distance of 1,000 miles) could choose to teleport any distance up to
  1,000 miles. 
  FRACTIONAL ATTRIBUTE USE
  The GM might also allow the character to use a fraction of an
  Attribute’s effect. A character with Rank 4 Insubstantial, for instance,
  may only want to turn a single body part, such as a hand or head,
  incorporeal. The GM could decide that fractional Attribute use is more or
  less difficult than using an Attribute’s full effect, assigning appropriate
  modifiers to the Attribute’s use.
  DICE AND DICE ROLLS
  BESM d20 uses one twenty-sided die (1d20) to handle many
  aspects of the game mechanics. The core mechanic is a d20 dice roll plus
  modifiers against a number called the Difficulty Class (DC). If the dice
  roll plus modifiers is equal to or greater than the Difficulty Class, the
  attempted task is successful. 
  There are three major types of dice rolls, or checks, a GM or player
  may use during game play: an Ability check dice roll, a Skill check dice
  roll, and one of two combat checks (a “to hit” roll and a defence check).
  When a player announces the intended actions of his or her character, the
  GM must decide if a dice roll is necessary. Should a roll be required, the
  GM chooses which type of check is most appropriate.
  In most cases, a player rolls dice to determine the success of an
  action his or her character performs, while the GM rolls the dice to
  determine the results of NPC actions when they impact the characters. In
  situations where NPCs are only involved with other NPCs, the GM
  should simply decide what happens rather than rolling dice.
  In some circumstances, the GM may roll the dice to determine the
  results of a character’s action instead of having a player roll, keeping the
  actual dice roll — and the reason for rolling — secret. This is normally
  done when the player rolling would give away an event that should
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  Should I Make My Players Roll Dice?
  It is important for the GM to realise that not all actions
  require a dice roll.  Obviously mundane character activities, such as
  hammering a nail, riding a horse down a road, or eating lunch,
  should never need dice rolls unless there are exceptional
  circumstances surrounding the character’s actions.  In other
  situations, the necessity to roll dice is less obvious.  If a character
  is virtually guaranteed to succeed at a task, then the GM should
  consider whether the check is really necessary.  While it is true that
  the character might fail, having the player roll the dice will slow
  the game down.  Thus, GMs should recognise when a character is
  almost certainly going to succeed at a task and, in those situations,
  not request the check and allow game play to continue,
  uninterrupted.
  Conversely, one might think that if a character only succeeds
  if the player rolls a 20, then the GM should similarly not request a
  check and, instead, state that the action fails.  This, however, is not
  the case — player characters should always be given that one slim
  chance of success, even at difficult tasks that seem doomed to
  failure (with the exception of tasks that the GM deems impossible).
  While the dice roll may slow game-play down a bit, that slim
  chance of success allows characters to accomplish heroic feats that
  will be remembered for years.  GMs may wish to allow only player
  characters to make this roll, even in the face of near-certain failure
  — since NPCs are not the stars of the game, they should not be
  allowed the same chance of pulling off superhuman feats.
  The following is a list of suggestions when the dice should and
  should not be rolled.  If a check is unnecessary, the character should
  gain an automatic success for the action.
  ROLL DICE WHEN...
  •the unpredictability of dice adds to the excitement of the game
  •the action is foreign to the character
  •the action has been a weakness for the character in the past
  •the character is distracted or cannot concentrate
  •another character or NPC is working directly against the character
  •the action is not of trivial difficulty
  •outside forces influence the actions
  •the player wants to roll the dice
  DO NOT ROLL DICE WHEN...
  •a roll would reduce the enjoyment of the game
  •the action is routine for the character
  •the action requires a trivial amount of talent compared to the
  character’s Skill rank
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  CHECKS WITHOUT ROLLS — TAKING 10
  When the character is not in a rush and is not being threatened or
  distracted, the character may choose to take 10. Instead of rolling 1d20
  for the Skill check, calculate the character’s result as if the character had
  rolled a 10.
  CHECKS WITHOUT ROLLS — TAKING 20
  When the character has plenty of time, and when the Skill being
  attempted carries no penalties for failure, the character can take 20.
  Instead of rolling 1d20 for the Skill check, calculate the character’s result
  as if the character had rolled a 20 (but its is not considered a “natural”
  20). Taking 20 means the character is trying until the character gets it
  right. Taking 20 takes about twenty times as long as making a single
  check would take. Unless the GM deems the task is considered
  impossible (such as performing brain surgery without any training), the
  character automatically succeeds. 
  For example, a character who is attempting to break the coding on
  a computer disk to read the top secret files can take a 20 — nothing bad
  will happen if the character fails and the character has all the time in the
  world to slowly break the code. If the character had to break the code in
  ten minutes to learn the location of the bomb that is about to explode,
  however, he or she could not take a 20. The character is working against
  the clock and doesn’t have the luxury of slowly puzzling the coding out.
  Further, if the character was instead attempting to disarm the explosive,
  he or she similarly could not take a 20 since failure will probably result
  in the bomb exploding.
  SKILL CHECKS
  A Skill check is similar to an Ability check, except it is used when
  the task is one that the GM decides would be governed by both a
  particular ability and a particular Skill. For example, if a task required
  general intellectual ability (such as remembering the name of a person
  the character had met), an Intelligence check would be made.
  Determining the origin of a rare alien species would also require an
  Intelligence check, but this task is governed by the Knowledge:
  Biological Sciences Skill (more specifically, the Xenobiology
  Specialisation, if Specialisation optional rule is used). In game
  terminology, this task would require a “Intelligence-based Knowledge:
  Biological Sciences (Xenobiology) Skill check.” 
  The DC of a Skill check is determined by the difficulty of the task
  (see left column). If the character possesses the appropriate Skill (even
  without the exact Specialisation), he or she receives a bonus to the check.
  This bonus is equal to the character’s Skill Rank (if the task does not fall
  under his or her Specialisation) or one more than the character’s Skill
  Rank (if his or her Specialisation does apply). A successful Skill check
  involves the player rolling equal to or greater than the DC.
  The GM is responsible for deciding which Ability Score, Skill, and
  specialisation are relevant to a particular task, using the Ability Score and
  Skill descriptions given in Chapter 7: Skills. Since these questions can
  often be tricky, the GM should listen to the player’s reasoning why a
  particular Skill or Specialisation might apply. The final decision belongs
  to the GM, however.
  COMBINING SKILL CHECKS
  When more than one character tries the same Skill at the same time
  towards the same goal, their efforts may overlap — they can work
  together and help each other out. In this case, one character is considered
  the leader of the effort and makes a Skill check against the assigned DC,
  while each helper makes a Skill check against DC 10 (the character can’t
  take 10 on this check). For each helper who succeeds, the leader gets a
  +2 circumstance bonus to his or her Skill check. In many cases, a
  character’s help won’t be beneficial, or only a limited number of
  characters can help at once. The GM limits co-operation as she sees fit for
  the given conditions.
  SKILL SYNERGY
  It is possible for a character to have two Skills that work well
  together, such as Investigate and Knowledge: Streetwise, or Computer
  The check is unsuccessful if the value is less than the DC. The
  greater the difference between the value and the DC, the greater the
  degree of success or failure (see Table 12-1: Degrees of Success).
  TASK DIFFICULTY CLASSES
  The Difficulty Class (DC) is a number set by the GM that reflects
  how easy or challenging any given task is to complete. Providing a list of
  sample DCs is pointless because the DC of each task changes based on
  the situations involved. Walking across a tightrope may be a DC 15 task
  one time but may be a DC 12 task the next time (the GM decides the
  rope is thicker or more stable this time) or the DC may be 22 (a thinner
  rope with a stiff and erratic cross-breeze). The GM must take all variables
  into account when assigning a DC to a task and should endeavour to
  remain as consistent in selecting the DC of a task as possible. If the GM
  decides a “difficult” task has a DC of 20, then all “difficult” tasks should
  have a DC of 20. GMs should use Table 12-2: Difficulty Classes as a
  rough guideline when determining the DC of a task.
  CRITICAL SUCCESS OR FAILURE
  Regardless of the actual DC, an unmodified or “natural” roll of 20
  always succeeds (it is considered at least a “marginal success”), and an
  unmodified roll of 1 always fails (it is considered at least a “marginal
  failure”). This rule is important because it reflects the extreme
  possibilities that even the most talented characters sometimes fail in their
  tasks, while even the most awkward characters can succeed. 
  CONTESTED ACTIONS
  If two or more characters are working directly or indirectly against
  each other (such as two people pulling on a contested object), each
  character must make a check. The character with the greatest degree of
  success (or least degree of failure if both characters fail) is considered to
  have the advantage over the contested action. In the event of a tie, the
  characters are locked in contest and may re-roll next round.
  RETRIES
  Often, a character can try a Skill check again if he or she fails, and can
  keep trying indefinitely. Some actions have consequences to failure that must
  be taken into account, however, as determined by the situation and GM. 
  In some instances, the GM shouldn’t even bother to make the
  player roll dice (see Should I Make My Players Roll Dice?, page 111) and
  instead allow the player to Take 10 or Take 20.
  CHAPTER 12:
  COMBAT
  TABLE 12-1: DEGREES OF SUCCESS
  Roll is less than the DC by 16+
  Overwhelming Failure
  Roll is less than the DC by 11 to 15
  Extreme Failure
  Roll is less than the DC by 7 to 10
  Major Failure
  Roll is less than the DC by 4 to 6
  Minor Failure
  Roll is less than the DC by 1 to 3
  Marginal Failure
  Roll is equal to or 1 greater than the DC
  Marginal Success
  Roll is greater than the DC by 2 or 3
  Minor Success
  Roll is greater than the DC by 4 to 6
  Major Success
  Roll is greater than the DC by 7 to 10
  Extreme Success
  Roll is greater than the DC by 11+
  Overwhelming Success
  TABLE 12-2:  DIFFICULTY CLASSES
  DC
  TASK DIFFICULTY
  3
  Practically Guaranteed (why roll dice?)
  5
  Extremely Easy
  7
  Easy
  10
  Average Difficulty
  15
  Above Average Difficulty
  20
  Difficult — success above this DC is possible only under
  favourable conditions (when a situational bonus is applied) or by
  talented characters (who have a Skill Rank and/or Ability bonus)
  25
  Quite Difficult
  30
  Extremely Difficult
  35
  Supremely Difficult
  40
  Practically Impossible
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  be negated by an opponent’s defence (the defender does not even have the
  opportunity to make a defence check).
  See Combat (see below) for more information on physical conflict.
  COMBAT SKILLS
  Unlike most other d20 System games, BESM d20 uses combat
  Skills in addition to combat Feats. Offensive combat Skills are treated
  exactly like Skills for any other action — they serve as a bonus to a
  character’s dice roll. Defensive combat Skills are applied to the character’s
  defence roll when defending in an appropriate situation.
  For example, a character with Defence Combat Mastery at Rank 2,
  a Dexterity of 11, and Melee Defence (Sword) at Rank 3 is wielding a
  sword and attacked by an opponent in melee combat. His Armour Class
  is normally 2 (+0 Dex modifier and +2 from the Defence Combat
  Mastery).  When defending with his sword,  he gains a +4 bonus to his
  defence roll  (+3 for the Melee Defence Skill Rank, and +1 for the Sword
  Specialisation), but only against melee or unarmed attacks. If another
  character attacks him with a gun, thus initiating a ranged combat attack,
  he makes a defence roll without a bonus since he does not have the
  Ranged Defence Skill.
  USING ATTRIBUTES
  If an Attribute does not specifically require an Ability check, Skill
  check, or a combat check, GMs can assume they function automatically
  in most situations, though the Game Master may decide that a check is
  necessary in unusual circumstances. For example, a character with the
  Aura of Command always commands some attention, but the GM might
  require a Charisma check were he or she attempting to convince someone
  to do something specific.
  Certain Attributes occasionally require checks (sometimes Skill
  checks) to properly use the Attribute. Other Attributes provide
  favourable modifiers to Ability checks or Skill checks. If an Attribute
  interacts with Ability or Skill checks, this is noted in the Attribute’s
  description in Character Creation.
  COMBAT
  Conflict is an essential component of any role-playing game, and
  certainly of most anime games. Physical conflict, or combat, is an
  important element of the BESM d20, but important is not the same as
  frequent. Combat should be a vital element of a scene, and not just a
  distraction that the GM uses to pass the time.
  The combat rules for BESM d20 were designed to mimic dynamic,
  fast-paced combat. Whenever a character enters physical conflict with
  another character or NPC, the physical Combat Phase begins. Each
  round of combat covers 6 seconds of time from the characters’
  perspectives, depending on the characters’ actions and the circumstances. 
  Characters are permitted to take one action (attack or non-combat
  action) each round. Should the conflict not be resolved at the end of the
  first combat round, subsequent rounds of combat will follow.
  The Physical Combat Phase is subdivided into four parts: Initiative,
  Character Action, Defence, and Damage.
  INITIATIVE
  Initiative determines the order in which characters act and is checked
  at the beginning of each combat to determine the character’s Initiative in
  the battle as is normal for most d20 System games. Alternatively, the
  players and Game Master can roll at the beginning of each combat round
  to determine their characters’ Initiatives for that particular round.
  Each player involved in the fracas roll d20 plus the character’s
  Dexterity modifier and adds bonuses for certain Attributes and Feats
  (such as the Speed Attribute and Improved Initiative Feat). The GM does
  the same for any NPCs engaged in the conflict. The GM may also grant
  bonuses or penalties if he or she believes the situations calls for it. 
  Use and Open Lock for a computerised lock. Having 5 or more Ranks in
  one Skill gives the character a +2 synergy bonus on Skill checks with its
  synergistic Skills, as determined by the situation and the GM.
  UNSKILLED ATTEMPTS
  Often, a character will attempt an action for which he or she does
  not possess the relative Skill. 
  FAMILIAR ACTION
  If the character is undertaking a familiar action, the Skill check is
  unchanged — the task is treated as a simple Ability check without a
  bonus from the relevant Skill. The familiarity should have been
  established previously, such as in the character’s background story, or be
  consistent with the character’s role within the setting. The player should
  explain to the GM why his or her character is familiar with the current
  task. The GM, of course, has final say whether the character is sufficiently
  familiar to avoid an unfamiliar action penalty (see below).
  For example, a student who attends university to study astronomy
  undoubtedly has at least a cursory familiarity with many academic fields.
  Similarly, almost all characters living in New York City will be familiar
  with the process of driving a car, even if they do not possess the Drive
  Skill; in North America, attempting car-related actions is familiar to
  nearly everyone. A hermit living in the depths of the Amazon, however,
  is likely not familiar with motor vehicles and therefore driving would be
  an unfamiliar action.
  UNFAMILIAR ACTION
  If the character is undertaking an action with which he or she is
  unfamiliar, the task should be treated as a normal Ability check with an
  unskilled penalty applied to the roll. This reflects how difficult it is for an
  unskilled character to accomplish the task. The unskilled penalty should
  range from -2 to -10, depending on how much the GM feels training is
  required and how background aspects of the character could affect the
  attempt. The DC does not change; rather, the character’s chance of
  succeeding is reduced.
  For example, keeping a plane in the air after the cabin crew
  suddenly falls unconscious is a daunting task for anyone who is not
  trained as a pilot. An average character might therefore suffer a -8
  penalty to the check. A character who is an aficionado of combat jets and
  aircraft documentaries might only suffer a -4 penalty ... even if he or she
  has never actually piloted a plane before.
  REQUIRED SKILL
  The GM may decide certain tasks automatically fail when
  performed by characters lacking the required Skill. Examples of required
  Skill activities include: performing brain surgery, deciphering ancient
  hieroglyphics, concocting an antidote for a poison, estimating the value
  of a rare piece of art, etc.
  POWER USAGE SKILLS
  Some characters may select the Power Usage Skill for one or more
  of their Powers. This Skill provides a bonus when the character makes any
  check involving the specific Power. Unlike other Skills, Power Usage does
  not provide an additional +1 bonus for Specialisations. For example, a
  teleporter with an Intelligence of 16 (+3 bonus) and the Power Usage:
  Teleportation Skill at Rank 4 (+4 bonus) makes Teleportation checks
  with a +7 bonus. 
  COMBAT DICE ROLLS
  The combat check resolves any type of physical combat including
  armed, unarmed, martial arts, and ranged weapons attacks. The combat
  check is very similar to a Skill check except the DC is now the target’s
  defence roll. 
  A character can attack or defend with a weapon (or unarmed) even
  if he or she does not possess the relevant attack combat Skill (combat is
  a Familiar Action). Consequently, attacking characters lacking the
  appropriate Skill do not suffer a penalty; a character without the
  appropriate combat Skill simply does not receive a bonus.
  Skills adjust the dice roll, but other Attributes may also provide
  modifiers as well. A natural dice roll of 20 is a critical success and cannot
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  MELEE VS. RANGED ATTACKS
  Some attacks are useful at a distance, while others are limited to
  close, hand-to-hand fighting. For simplicity, ranges are grouped into the
  four categories listed below. It is up to the GM to decide whether he or
  she wishes to track ranges and distances, or abstract them.
  The distance given for each attack range is the effective reach of
  that attack — the maximum distance at which the attack is most
  effective. Some may be fired out to twice that range at -4 penalty or four
  times the distance at -8, though the GM may decide that some attacks or
  weapons cannot exceed their listed ranges.
  MELEE
  The attack is only usable against adjacent opponents within
  touching distance (usually five to ten feet). This is the range for swords,
  melee combat, etc.
  SHORT
  The attack has an effective range out to about 30 feet. Most pistols,
  shotguns, grenades, submachine guns, and hurled weapons such as a
  thrown rock or throwing knife, are short-ranged.
  MEDIUM
  The attack has an effective range out to about 300 feet. The energy
  blasts from most characters, as well as bows, crossbows, rifles, and
  machine guns, are medium-ranged. This is the default range for weapons
  if none other is listed.
  LONG
  The attack is effective out to considerable ranges: about one to five
  miles (or more if specifically noted). A surface-to-air missile, an anti-tank
  rocket, or a tank’s main gun are examples of long-range weapons.
  SPECIAL COMBAT SITUATIONS
  The following are special situations that can occur during combat.
  ATTACKING MULTIPLE TARGETS WITH ONE ATTACK
  When a character absolutely must take down a number of targets
  but he or she does not have enough Extra Attacks to do so, the character
  may attempt to use one attack to strike multiple targets. For each
  additional target beyond the first, the character suffers a -4 check penalty.
  Only one attack check is made, not one check per target. Each target,
  however, is allowed to make a defence check as normal. Additionally, the
  damage inflicted to each target is reduced by one half. For example, if a
  character attempted to swing his sword and strike three people in one
  blow, he would make one attack check with a -8 penalty (-4 for each of
  the two extra targets). If he successfully hits any of the targets, his
  damage is reduced by half.  Characters with certain Feats (for example,
  Cleave or Whirlwind Attack) are exempt from these penalties.
  The character with the highest total has “gained Initiative” and acts
  first, followed by others in descending order. Should two or more
  characters or NPCs have the same Initiative, the character with the
  highest Dexterity acts first.  If the characters have the same Dexterity as
  well, their actions are simultaneous. This means both characters attack
  and deliver damage at the same time; if one character drops below zero
  Hit Points as a result, he or she still acts before falling unconscious.
  A character may delay his or her action until any time later in the
  round to see what the other characters intend to do. If all his or her
  opponents also delay their actions waiting for something to happen, the
  round ends in a dramatic stand-off and a new one begins.
  If a character holds one or more actions until the end of a round and
  does not act, he or she acts on the first Initiative in the next round. The
  character does not gain an additional action — he or she simply acts first
  regardless of Initiative rolls. All held actions occur during the first
  Initiative. If two (or more) characters hold their actions until the
  following round, then both characters act simultaneously (assuming
  neither continues to hold their action) and then everyone else involved in
  the combat acts based on Initiative rolls.
  CHARACTER ACTION
  Characters act in the sequence determined by the Initiative roll.
  When it is time for a character to act, he or she may make one offensive
  action (i.e. attack) or one non-combat action, unless the character has the
  Extra Attacks Attribute (page 47). Attacks are normally against a single
  target, though some weapons or attack Abilities may allow the character
  to engage multiple targets simultaneously.
  Before rolling the dice, the player should clearly describe the
  method of attack, the weapon his or her character uses (if any), and the
  target. If the character is trying something unusual (such as a Called Shot
  or attacking with two weapons), he or she should specify this beforehand.
  To successfully attack an opponent, the player (or GM for an NPC)
  must roll equal to or greater than the target’s AC. Remember to include
  all relevant Attribute, Skill, Defect, and Weapon Abilities/Disabilities.
  If the Attack check succeeds, the character is on target and will hit
  unless the opponent can defend against the attack. Refer to defence
  checks (page 120) for more information. If the target fails the defence roll
  or does not defend at all, he or she suffers the effects of the attack. This
  is normally damage and/or any other special effects associated with the
  attack. To reflect some of the brutally successful attacks demonstrated in
  real life, movies and TV series, a natural dice roll of 20 is a critical success
  and cannot be negated by an opponent’s defence.
  If an Attack check fails, the character has missed. The attacker’s
  action is over, and the attack has no effect, though a miss with a ranged
  weapon may cause collateral damage if the shot strikes somewhere else
  instead (this is up to the GM). A natural roll of 1 will always miss and
  may result in an exceptional failure, such as hitting an innocent bystander
  or a weapon malfunctioning.
  MULTIPLE ATTACKS FROM 
  BASE ATTACK BONUS
  Characters with a Base Attack Bonus of +6 or higher may make
  multiple attacks against a target. If the character decides to use these
  additional attacks, the character is assumed to be highly focused on
  combat and thus may only perform minimal other actions (move only a
  short distance, for example). Additional attacks gained through the Extra
  Attacks Attribute do not impose this restriction — only additional
  attacks gained via a high Base Attack Bonus. Furthermore, additional
  attacks gained via a high Base Attack Bonus occur after a character
  completes all bonus actions gained through the Extra Attacks Attribute.
  Lastly, unlike standard attacks, these additional attacks may not be used
  for non-combat actions — they may only be used for extra attacks.
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  Range Increments and BESM d20
  BESM d20 uses a simpler, abstract system for range rather
  than the traditional, detailed d20 System method of range
  increments. If GMs would prefer to use the standard d20 System
  method of range, simply consider half of the indicated BESM d20
  range as the range increment for the attack. Thus, if an attack is
  “short range” (a range of 30 feet in BESM d20), its range increment
  is 15 feet. For each 15 feet beyond the initial 15, the attacker suffers
  a -2 to his or her attack roll, to a maximum range of 10 range
  increments.
  Conversely, when converting existing d20 System material to
  the BESM d20 range, simply double the attack’s range increment
  and use this as the attack’s range in BESM d20.
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  ATTACKING MULTIPLE WEAKER OPPONENTS
  Sometimes a character wants to attack multiple significantly
  weaker opponents with one offensive action. This action is very cinematic
  (representative of a powerful warrior battling hoards of lowly minions),
  and consequently the attack penalties are not as severe. For each
  additional target who is at least 5 character Levels (or 5 CRs) lower than
  the attacker, the penalty is only -2 instead of -4. The attacker does not
  suffer any penalties for each additional target who is at least 10 character
  Ranks (or 10 CRs) lower than the attacker. Characters represented by the
  Flunkies Attribute (page 48) are considered CR 1 characters for the
  purpose of determining these modifiers.
  For example, a 12th Level Magical Girl uses her magical tiara Item
  of Power to combat a hoard of 8 Ninja with the following Levels: 1, 1, 2,
  2, 4, 4, 6, and 8. The Magical Girl suffers no penalty for the two Level 1
  and two Level 2 Ninja (since they are at least 10 Levels lower than she),
  a -2 penalty for the two Level 4 and one Level 6 Ninja (since they are at
  least 5 Levels lower), and a full -4 for the Level 8 Ninja (since he is only
  4 Levels lower, which is less than 5). The final attack check penalty the
  Magical Girl suffers for her one attack is -10 (-2 -2 -2 -4 = -10).
  ATTACKS WITH TWO WEAPONS
  A character with a one-handed weapon in each hand may use both
  at once against the same target or attack two different targets (even if he
  or she does not have Extra Attacks) but at a severe penalty to both
  checks. A two-weapon attack incurs a -6 penalty for the primary or first
  hand and a -10 for the other hand (the off hand).  An additional -2
  penalty is applied on each attack (-8 and -12 penalties) if the attacks are
  aimed at different targets. If a character has Extra Attacks, he or she can
  only use this option with one attack and not every attack.
  The penalty applied to the off hand attack is reduced by 4 if the
  character has the Ambidexterity Feat.  Additionally, each time the Two-
  Weapon Fighting Feat is assigned, penalties applied to both attacks are
  reduced by 2.
  CALLED SHOTS
  An attacking character may opt to suffer a penalty to hit in
  exchange for a Called Shot that provides some special advantage. For
  example, a Called Shot may ignore Armour (by attacking a small,
  unarmoured spot) or strike a vital point, inflicting greater-than-normal
  damage results. Players must specify a Called Shot before rolling the dice.
  CALLED SHOT - DISARMING
  A character may attempt to shoot or knock a weapon out of
  another person’s hand. If using a ranged attack, this requires an attack at
  a -8 penalty. If the attack hits, the character knocks away the weapon
  (probably damaging it). If using a melee weapon or unarmed attack to
  disarm, the character only suffers a -4 penalty, but the target may make
  a Strength check to retain control of the weapon. If the check succeeds,
  the weapon’s user still suffers a -4 penalty on his or her next action with
  that weapon (since it is off balance), but he or she retains control of it.
  CALLED SHOT TO PARTIAL ARMOUR
  Some armour may provide partial protection, like a flak vest only
  protecting a person’s torso. An attack aimed at a thin or unarmoured area
  suffers a -4 attack check penalty and ignores the effects of the armour if
  successful.
  CALLED SHOT TO VITAL SPOT
  A character attacking a living being can specify he or she is aiming
  for a vital spot (heart, brain, spine, etc.) rather than simply shooting at
  the centre of mass as usual. He or she suffers a -8 attack check penalty,
  but, if successful, the damage dice used in the attack increases to the next
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  Mooks in BESM d20
  The rules for Attacking Multiple Weaker Opponents is for
  cinematic games where the heroes are able to dispatch significantly
  weaker foes without much concern. The rules should not be used in
  grittier, realistic games.
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  EXTRA AIM
  A character making a ranged attack may deliberately take extra
  time to aim. If a character aims a ranged weapon for an entire round and
  does not move during that period, he or she receives a +2 attack check
  bonus, or +3 if he or she is using a scope. If an aiming character chooses
  to move or suffers any damage before he or she can fire, the character
  loses the benefit of Extra Aim.
  STRIKING TO INCAPACITATE
  A character attacking in hand-to-hand combat or with a blunt
  melee weapon may attempt to knock a surprised opponent unconscious.
  The target of the attack must be unaware of the attack to be vulnerable.
  The attacker makes his or her attack check with a -6 penalty. If the target
  suffers any damage (after all defensive Attributes are applied), he or she
  must make a Fort Save (DC 10 + attacker’s Strength modifier). If the
  target succeeds on this save, he or she maintains consciousness. If the
  target fails this check, however, he or she falls unconscious. Damage
  inflicted by an Incapacitating Strike is one-quarter of the attack’s
  maximum damage (round down).
  For example, a character wants to capture an opponent so she
  strikes to Incapacitate. Her punch (with three Ranks of Massive Damage)
  normally inflicts 1d3 + 6, for a maximum of 9 damage. She rolls to hit
  with a -6 penalty and successfully hits her opponent, forcing the target to
  make a Fort save. Regardless of whether or not the target remains
  conscious, he takes 2 (9 ÷ 4 = 2.25, rounded down to 2) damage from
  the blow.
  STRIKING TO WOUND
  A character in combat can elect to reduce his or her delivered
  damage below the normal damage value to a minimum of 1 (known as
  striking to wound). He or she may not attempt this with attacks
  possessing the Area Effect, Auto-Fire, or Spreading Ability, however.
  size: d4 becomes d6; 6d becomes d8; d8 becomes d10; d10 becomes d12;
  and d12 becomes d20. For example, a character with a Rank 6 Special
  Attack, which normally delivers 6d8 damage, would inflict 6d10 damage
  if he or she made a successful Called Shot to Vital Spot.
  CALLED SHOT TO WEAK POINT
  If the character knows his or her enemy has a Weak Point Defect
  (page 93), a Called Shot can be made to hit it in combat. The attack
  check penalty depends on the size of the Weak Point: a tiny spot gives a
  -6 penalty; a small spot gives a -4 penalty; and a large spot gives a -2
  penalty.
  COMBINED ATTACKS
  Sometimes, characters will find themselves facing an extremely
  tough opponent whose Armour or Force Field is tough enough to prevent
  the characters from inflicting harm. In these situations, characters will
  often co-ordinate their attacks, attempting to strike the same point at the
  same time in the hopes of overwhelming the target’s defences. For each
  character attempting a combined attack after the first, the attackers each
  suffer a -2 penalty to their attack check. Each character must hold his or
  her attack until the slowest character’s Initiative (or later) before
  launching the attack. Each character makes an attack check to see if he
  or she hits the target. If the character hits, he or she determines how
  much damage is inflicted by the attack normally. All successful attackers
  combine their damage values into one total and this amount is inflicted
  upon the target as if from one attack.
  If one attack fails to hit with the combined attack penalty but
  otherwise would normally hit, the character still hits the target but does
  not successfully co-ordinate with the other characters. Naturally, if only
  one character co-ordinates, a combined attack does not occur. The
  character determines how much damage is inflicted but reduces the
  damage delivered by half (round down). If the character misses, no
  damage is delivered.
  The target of a successful combined attack is only required to make
  a single defence roll to determine if she or he is hit by the incoming
  combined attack. A penalty of -1 is applied to the roll for each opponent
  beyond the first who participates in the combined attack. 
  Characters who possess the Combination Attack Attribute (page
  42) have special rules for performing this manoeuvre, and are not subject
  to the same limitations.
  CHAPTER 12:
  COMBAT
  Combined Attacks Make No Sense
  Some people might point out that a character’s failure to
  combine an attack with allies, which results in a reduction of
  damage inflicted, makes no sense.  The decision for implementing
  this rule is twofold.  
  First, it was done for a game balance purpose.  While BESM
  d20 makes every attempt to reflect the cinematic reality common
  in anime, it is first and foremost a game.  It therefore attempts to
  maintain both game balance and a fun atmosphere.  Combined
  attacks, when successful, are very effective and provide attackers
  with a tremendous advantage.  They can quickly overwhelm Force
  Fields and Armour to bring down a foe.  To offset this advantage,
  there needs to be a counter-balance — a detriment to prevent
  characters from constantly using it as a mode of attack.  There has
  to be a reason that characters do not always combine their efforts
  into one massive attack upon their opponents.  Thus, a mechanic
  was built into the Combined Attack rule that penalised characters
  when they failed their attack roll.  While a successful Combined
  Attack remains incredibly effective, a failed attempt is enough of a
  detriment to force characters to consider if the attempt is worth
  it.  If they can bring the foe down individually, the combined attack
  is not necessary and the risk of inflicting reduced damage is
  incentive to not try.  If they cannot affect the character normally,
  then the risk of reducing the damage they inflict is not a
  consideration — reducing the damage of an ineffective attack
  still results in an ineffective attack.
  Secondly, GMs can easily explain the reduction of damage by
  pointing out that failure to combine one’s attack with allies results
  in a glancing blow.  The character hits the target but his or her
  effort to hit a precise spot results in a less-than-solid strike.
  Three characters are attacking an extremely tough villain who has 40
  points of Armour.  Their attacks, thus far, have simply bounced off his
  Armour and done nothing to slow his rampage through town.  Desperate
  to end the villain’s spree of destruction, the three characters decide to co-
  ordinate their attacks.  Everyone rolls Initiative for the new combat round.
  The hero characters roll 26, 17, and 12.  They must therefore wait until
  Initiative 12, at the earliest, before being able to launch their combined
  attack.  On Initiative 12, the three strike.  They each make an attack
  check with a -4 penalty (-2 for the each of the 2 characters that are in
  addition to the first).  The villain makes his defence roll, to determine his
  Armour Class, with a -2 penalty.  The first character successfully hits and
  rolls for damage, resulting in 32 points of damage.  The second character
  rolls fails to hit with the -4 penalty, but rolls well enough that he would
  have succeeded under normal circumstances, therefore still hitting the
  villain.  He rolls 29 points for damage but has that reduced by half.  He
  only delivers 14 points of damage which bounces harmlessly off the villain’s
  Armour.  The third character succeeds in the combined attack.  She rolls
  for damage and inflicts 36 points of damage.  Added to the first character’s
  32 points of damage, the combined attack of the two characters inflicts 68
  points of damage.  Finally, the characters breach the villains Armour,
  inflicting 28 points of damage (after the Armour reduces the damage
  inflicted).  It might not be a lot against this powerhouse, but it is certainly
  a start.
  EXAMPLE
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  (including grabbing, biting, kneeing, etc.) or -8 when attempting to perform
  other tasks requiring freedom of movement like using hand-held equipment.
  Exception: if the grabbed character is much stronger (or more agile, at the
  GM’s discretion) than the opponent, his or her penalty is halved, and the
  character can still move freely. The GM may consider a character much
  stronger if his or her Strength is at least 8 points higher. Thus, a small child
  (Strength 4) could not stop a strong man (Strength 16) from pinning him or
  her, while the strong man would be able to move freely if grabbed by the small
  child. It is, of course, possible for one character to grab an opponent who then
  grabs the character in return (this is what often happens when grappling).
  GRAPPLING MANOEUVRES
  Once a character grabs an opponent, he or she can attempt a
  grappling special manoeuvre (Lock, Throw, or Pin) as his or her next
  attack (see below).
  LOCK
  Instead of attacking normally, the grabbing character can choke,
  crush, or strangle his or her foe. This attack automatically hits and inflicts
  damage equal to 1d4, plus bonuses from Strength and Massive Damage.
  THROW
  Instead of attacking normally, a grabbing character can hurl the foe
  to the ground. A character must make an attack check at a +4 bonus,
  modified by the Unarmed Attack (Throws) Skill. If successful, a throw
  delivers 1d6 damage (as well as bonuses from Strength). Additionally, if the
  defender fails his or her defence check, the attacker may throw the character
  out a window or off a ledge, and the GM can assign extra damage based on
  the situation. If the attacker throws the opponent at another enemy, he or
  she may make an attack check. If the attack is successful, the grabbed
  opponent hits the target and both suffer equal damage. A throw normally
  breaks the grip on the target unless the attacker attempts to maintain a
  hold and succeeds in an Unarmed Attack (Grappling) check against a DC
  of 15 (which must be made whether the throw is successful or not).
  PIN
  A character who has grabbed someone may attempt to improve his
  or her hold during the next attack by completely immobilising the
  opponent in a pin. Treat this manoeuvre the same as the first grab attack.
  If the attack succeeds, then the foe is pinned, usually under the weight of
  the attacker’s body. Attackers may not attempt a pin if the opponent is
  much stronger (see earlier for definition of much stronger). Once a
  character pins an opponent, the target suffers a -6 penalty on checks
  when attempting to escape. A pinned character cannot attack or move.
  BITING
  Since biting does not require the use of hands, it is an effective
  tactic when a character has either grabbed or been grabbed by an
  opponent. Game Masters should treat this as a normal attack that inflicts
  1d3 damage, unless the aggressor is using a Natural Weapons Attribute
  (Fangs, Beak, or Mandibles).
  ESCAPING
  A grabbed character may attempt to struggle free. On the
  character’s Initiative, he or she can attempt to escape instead of attack.
  Both characters roll a Strength or Dexterity check (as appropriate) with
  modifiers for the Unarmed Attack (Grappling) Skill. The character with
  the highest degree of success (or least degree of failure) wins. If the
  grabbed character wins, he or she escapes, and may also attack or take
  another action. If the characters tie, the grabbed character escapes, but
  forfeits his or her current action. If the grabbed character loses, he or she
  is immobilised and forfeits one attack action that round. If a grabbed
  character chooses to attack the person who grabbed him or her (with
  appropriate penalties) and inflicts damage equal to or greater than his or
  her foe’s Constitution, he or she automatically escapes the grab.
  FIGHTING FROM THE GROUND
  Fighters thrown to the ground or who are otherwise forced to fight
  from a prone position make all attacks at a -4 penalty.
  THROWING HEAVY THINGS
  A character with a high Strength Ability (sometimes gained
  through the Superstrength Attribute) can lift heavy things — up to 10%
  of his or her maximum capacity — and throw them to deliver damage.
  It takes one action to grab and lift a large, awkward object, and another
  to throw it. Consequently, throwing objects is slower than firing most
  weapons. The advantage of throwing an object is that big things are
  harder to dodge than smaller ones. The GM should assign each object a
  size category (see page 95) based on its size and weight.
  The attack delivers damage, and receives an attack roll bonus,
  based on the size of the object (see Table 12-3: Throwing Damage
  Bonuses). The damage is increased by the attacker’s Strength modifier
  plus any bonuses for Massive Damage.
  TOTAL ATTACK
  A character can take this option in conjunction with an attack. It
  means he or she focuses intently on an offensive action with little thought
  given to defence. The character gains a +2 bonus to a single attack
  check, but the character’s Armour Class decreases by 2 for the entire
  round in which he or she is making an Total Attack. A character with the
  Extra Attacks Attribute can initiate more than one Total Attack each
  round, but each Total Attack reduces his or her AC by 2.
  TOUCHING A TARGET
  Some Attributes require a character simply touch his or her target.
  It is much easier to just touch a person than it is to physically strike him
  or her with enough force to cause damage. Thus, any character who is
  simply attempting to touch an opponent gains a +6 bonus to his or her
  attack check. Touching a specific part of a target’s body may require a
  Called Shot (page 116). This assumes the character is simply attempting
  to make physical contact with the target. If prolonged contact is
  required, the target must either be willing or the character must grapple
  the target.  This rule replaces the standard d20 System method for
  resolving Touch Attacks.
  GRAPPLING
  Instead of striking to inflict damage in melee combat, a character
  can attempt to grab someone and pin him or her. This is a grappling
  attack, and a character must have at least one empty hand free. Grabbing
  a small, inanimate object not that is not held by someone else (see Sphere
  of Control, page 124) does not require a full action.
  Game Masters resolve a grappling attempt like a normal attack using
  the Unarmed Attack (Grappling) Skill. If the attack hits and the target’s
  defence (if any) fails, then the attacker successfully grabbed his or her
  opponent. The attacker gains a grappling advantage if he or she has more
  free hands than the defender. “Free” means not holding weapons or other
  objects, or not otherwise incapacitated. In this case, the defender suffers a
  cumulative -2 penalty for each free hand the attacker uses to grapple in
  excess of the number of free hands the defender is using. The maximum
  penalty assigned for this disadvantage is -8. For example, if a Mecha Pilot
  (two hands) tries to escape from the grasp of a Mantis Man (four hands), she
  suffers a -4 penalty (4 — 2 = 2; 2 x -2 = -4). If the Mantis Man is holding
  an object in one of its four hands, however, the Magical Girl only suffers a
  -2 check penalty (3 — 2 = 1; 1 x -2 = -2). Characters with the Elasticity
  Attribute (page 45) gain a bonus to attempts to grapple.
  The attacker can hold a grabbed character relatively stationary. The
  target suffers a -4 penalty on all checks when performing most melee attacks
  CHAPTER 12:
  COMBAT
  TABLE 12-3: THROWING DAMAGE BONUSES
  SIZE CATEGORY
  DAMAGE (*)
  ATTACK ROLL BONUS
  Medium
  1d4+2
  0
  Large
  2d4+4
  +1
  Huge
  3d4+6
  +2
  Gargantuan
  4d4+8
  +4
  Colossal
  5d4+10
  +8
  * Plus the attacker’s Strength modifier and any other bonuses
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  ATTACK CHECK MODIFIERS
  The GM may impose appropriate modifiers when the players make
  an attack check. An attack action normally assumes characters are
  engaged in active combat — dodging enemy attacks, making quick
  strikes when the opportunity arises, moving about, etc. The GM should
  not apply any penalties for this sort of normal combat-related activity. If
  circumstances are such that a character’s aim or concentration seems
  likely impeded (such as shooting someone whom the character cannot
  clearly see or attacking a foe while hanging upside down), the GM may
  assign penalties to the attack check. Likewise, in stress-free situations
  (such as whacking an immobile victim, or target range shooting with
  nothing riding on the outcome), the GM can apply favourable bonuses or
  assume automatic success. 
  A number of possible penalties or bonuses are described on Table
  12-5: Attack Situation Modifiers. The GM may adjust or ignore these
  modifiers if he or she prefers.
  MOVEMENT IN COMBAT
  The GM decides whether he or she wishes to keep detailed track of
  movement, ranges, and distances. In most close-in combat situations,
  GMs should not worry about exact speeds and distances — a general idea
  of the overall situation is sufficient. Alternatively, GMs can measure
  ranges in a more abstract fashion: “you’re behind him and in melee
  range” or “you can reach her in three rounds, if you hurry.” The GM
  should judge how quickly range shifts from relative speeds to dramatic
  necessity. For example, in a race between two opponents with equal
  speeds, the GM can allow the character who keeps winning Initiative to
  increase the gap gradually between him or her and the other runner. 
  If the GM wishes to keep precise track of movement and distances,
  assume an average character moves a number of feet equal to his or her
  size-related moment modifier (3 for an human; see page 95) times his or
  her Dexterity while walking (one-half foot times Dexterity if swimming
  or crawling). Jogging is a double move, running a triple move and
  sprinting a quadruple move. This guideline assumes six-seconds per
  round, but the GM can modify exact speeds when necessary. 
  JUMPING
  GMs can allow characters to jump as far as seems dramatically
  appropriate for the game. If distance is important, a person can jump about
  6 feet forward, or 3 feet up or back, with range doubled on a short running
  start. Use the Jump Skill (page 77) to determine exact distances for trained
  characters and for characters with the Jumping or Speed Attribute. A
  wheeled or tracked vehicle or a boat can only jump if it has a ramp. 
  MOVEMENT ATTACK PENALTIES
  When a character is moving in combat, he or she may incur
  penalties to attack and Block Defence checks (see Table 12-4: Movement
  Attack Penalties). The penalty incurred depends on how quickly the
  character is moving relative to his or her maximum movement ability. The
  following chart indicates the movement rates and penalties incurred. For
  a normal character who does not have or is not using an Attribute to move
  (Speed, Flight, Hyperflight, or Water Speed), the character’s movement
  rate is dictated by his or her Dexterity, as outlined in the Normal
  Character column. Characters who are using a movement Power refer to
  the Movement Attribute column to determine their rate of movement.
  If a character is sprinting, he or she incurs a -4 penalty to attack
  and Block Defence checks. If the character is running, he or she incurs a
  -2 penalty on attack and Block Defence checks. Characters who are
  jogging do not incur penalties. Additionally, characters do not incur
  penalties when attempting Parry/Dodge Defence checks regardless of
  their speed. GMs do not need to keep exact track of movement rates
  unless they wish; they may simply keep movement abstract.
  FIRING WEAPONS FROM MOVING VEHICLES
  Characters who are inside a fast-moving vehicle fire their weapons
  at a penalty. Firing weapons when moving at moderate speeds incurs a 
  -4 penalty, while moving very quickly earns a -8 attack check penalty.
  Game Masters should impose an additional -4 penalty for characters also
  piloting the vehicle while firing.
  ATTACKING MOVING TARGETS
  Attempting to hit a target that is moving at exceptional speeds is
  very challenging. When attempting to hit a target that is moving quickly,
  the character suffers an attack check penalty. See Table 12-5: Attack
  Situation Modifiers for the appropriate penalty based on the target’s speed.
  CHAPTER 12:
  COMBAT
  TABLE 12-4: MOVEMENT ATTACK PENALTIES
  NORMAL CHARACTER
  MOVEMENT ATTRIBUTE
  PENALTY
  Jogging 
  Up to Maximum
  no penalty
  (up to Base Movement x 2)
  Attribute Rank -2
  Running 
  Maximum
  -2
  (Base Movement x 3)
  Attribute Rank -1
  Sprinting 
  Maximum Attribute Rank
  -4
  (Base Movement x 4)
  TABLE 12-5: ATTACK SITUATION MODIFIERS
  ATTACKER IS:
  Taking an action to aim 
  +2, or +3 with scope
  Attacking Multiple Targets with one action
  0, -2, or -4 per additional target
  Attacking with two weapons (same target) 
  -6 and -10
  Attacking with two weapons (different targets) 
  -8 and -12
  Attempting a Combined Attack 
  -2 per attacker after the first
  Attempting to Touch the Target 
  +6
  Making a Total Attack 
  +2
  Firing personal weapons from a moving vehicle 
  -2 or -4
  Firing personal weapons while piloting a vehicle 
  -8
  Firing personal weapons while swimming or performing acrobatics 
  -4
  In an awkward position (on the ground, etc.) 
  -4
  ATTACKER IS:
  Jogging: At Base Movement x 2 or lower 
  no modifier
  Running: At Base Movement x 3 per round 
  -2
  Sprinting: At Base Movement x 4 per round 
  -4
  Jogging: At two Ranks below maximum Attribute movement rate 
  no modifier
  Running: At one Rank below maximum Attribute movement rate 
  -2
  Sprinting: At maximum Attribute movement rate 
  -4 
  ATTACKER IS ATTEMPTING A CALLED SHOT:
  Disarming (with melee attack) 
  -4
  Disarming (with a ranged attack) 
  -8
  Targeting a partially armoured point 
  -4
  Targeting a vital spot 
  -8
  Targeting a Weak Point 
  -2, -4, or -6
  TARGET IS MOVING AT:
  up to 99 mph 
  no modifier
  100 to 499 mph 
  -2
  500 to 999 mph 
  -4
  1,000 to 4,999 mph 
  -6
  5,000 to 10,000 mph 
  -8
  10,000 mph or more 
  -10
  TARGET WITHIN MELEE RANGE, AND:
  Concealed by trees or brush 
  -2 to -6
  Partially concealed by darkness, fog, or smoke 
  -2 to -4
  Fully concealed by darkness, fog, or smoke 
  -6 and up
  Taking cover 
  -2 to -8
  TARGET BEYOND MELEE RANGE, AND:
  Concealed by trees or brush 
  -4 to -8
  Partially concealed by darkness, fog, or smoke 
  -4 to -6
  Fully concealed by darkness, fog, or smoke 
  -12 and up
  Taking cover 
  -4 to -10
  RANGE MODIFIERS:
  Attacking at up to twice range 
  -4
  Attacking at up to four times range 
  -8
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  CHAPTER 12:
  COMBAT
  modifiers. Each character can attempt a defence only once against a
  particular attack (including grapples). A character may defend against
  more than one attack in a round, but with an appropriate penalty to each
  defence after the first (unless the character has the Extra Defences
  Attribute; the penalty then applies to each defence after the final
  bonus defence). Should the opponent not defend (perhaps in
  anticipation of a more powerful attack still to come), he or
  she cannot change that decision later in the round.
  If a vehicle is the target of an attack, its driver or pilot
  makes the defence checks. If a vehicle is unable to
  manoeuvre (trapped in a confined space, for example) the
  GM may rule that it cannot defend at all. Likewise,
  a vehicle cannot normally defend against attacks
  made by a character who is riding in or on it.
  A defence combat check of a natural 1 is an
  automatic failure, regardless of the modifiers. In
  this case, the GM may decide the character
  automatically suffers full damage from the attack
  or perhaps even double damage.
  DEFENDING AGAINST
  MULTIPLE ATTACKS
  When defending against multiple attacks in
  a single round, each defence after the first incurs
  a cumulative defence roll penalty of -2 penalty:
  -2 for the second defence, -4 for the third, -6
  for the fourth, etc. This means that even the
  greatest fighter may be overwhelmed if badly
  outnumbered. Remember to include all
  relevant Attribute, Skill, Feat, and Defect
  modifiers. If successful, the defender
  blocks, dodges, or otherwise negates the
  attack, and suffers no damage. The
  Extra Defences Attribute (page 47)
  allows the character to make a
  certain number of additional
  defences without penalty.
  RELEVANT
  DEFENCE
  SKILLS
  W h e n  a
  character defends
  against a ranged
  attack, the relevant Skill is Ranged
  Defence. For a hand-to-hand or other melee
  attack, the relevant Skill is either Unarmed
  Defence (if the character is dodging, or blocking
  the attack with his or her body), or Melee
  Defence (if the character is using a weapon to
  parry).
  BLOCK DEFENCE
  Rather than attempting to avoid an attack with a Dodge/Parry
  defence, the character may instead choose to block the attack with a shield
  or other suitably large and resistant object (a Block defence). When a
  character attempts to block, he or she gains a +2 bonus to his or her
  defence roll. If the defence is successful, the character has interposed the
  object in front of the attack. The object’s Armour Rating provides
  protection to the character. Thus, a plank of wood can be used to block a
  powerful energy blast but, if the attack does more damage than the wood’s
  Armour Rating, it will still strike the character, inflicting reduced damage.
  NON-COMBAT
  ACTIONS
  Rather than taking an offensive action during any combat
  round, a character may use a non-combat action on his or her
  Initiative. Such actions include untying a rescued captive,
  running, changing weapons, climbing into or out of a vehicle,
  writing a note, changing clothes, etc. Players may also use non-
  combat actions to safely withdraw from melee combat, provided
  the opposition does not attack at a later Initiative number
  in the same round. Note that speaking a few words
  during combat, running about while attacking, or
  making a short
  dramatic speech
  does not constitute
  an action.
  A non-combat
  action may succeed
  automatically, or the GM
  can require an Ability check
  or Skill check to determine
  whether it succeeds. Some non-
  combat actions may require several
  rounds to perform at the GM’s option.
  OTHER ACTIONS
  Some activities do not count as
  attack or non-combat actions. A
  character can perform either of the
  following activities in addition to an
  attack or non-combat action:
  • Move a short distance or
  manoeuvre his or her vehicle.
  • Say anything that fits within the
  span of 6 seconds.
  • Perform Defensive Actions in
  response to any attacks
  against him or her. Note that
  if the character performs
  more than one defensive
  action in a round, subsequent
  defensives after the first (or
  later, if he or she has the
  Extra Defences Attribute,
  page 47) in the same round
  suffer penalties.
  DEFENCE
  If a character is the target of a
  successful attack (any attack check that
  is equal to or greater than the character’s
  Armour Class), he or she may attempt to defend against it with a
  Dodge/Parry defence (avoiding the attack by moving out of the way, or
  using a weapon to push the attack to the side or “off-line”), an Attribute
  defence (see page 125), or a Block Defence (interposing an object between
  the attack and the target). Defensive actions are not dependent on
  Initiative order but resolved immediately after the attack before the attack
  damage is calculated or revealed.
  To successfully defend, the player must roll greater than the
  attacker’s modified attack roll. The character’s defence roll is equal to
  1d20 + the character’s base Armour Class + any additional appropriate
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  sense — if the character has no way to reach a target, he or she cannot
  defend the individual.
  To shield another person is akin to a Block Defence. Like any other
  Block Defence, the character gains a +2 to his or her Amour Class, and
  must have the Block Ranged Attacks Feat in order to defend against
  missile weapons. A character can Block for another person with a Shield,
  weapon, extendable Force Field, or simply by standing in the way and
  absorbing the brunt of the attack.
  If the character is out of defence actions, however, he or she
  normally cannot attempt to defend another (although in dire situations a
  GM might allow the character to make a roll with the normal cumulative
  penalty for additional defences, plus any other modifiers).
  DAMAGE
  Characters suffer damage through combat, accidents, or other
  hazards. Damage ratings indicate the dice roll required to determine the
  amount of damage inflicted. The target character subtracts any damage
  inflicted from his or her Hit Points if the attack successfully penetrates
  Armour, Force Fields, and other defences. 
  AMOUNT OF DAMAGE INFLICTED
  Each attack has a damage rating, which is equal to the base damage
  of the attack (which includes a weapon’s damage value) plus any bonuses
  from Massive Damage and Strength, as is appropriate for the attack.
  When the character successfully strikes an opponent, he or she rolls the
  number of dice indicated, plus any bonuses, to determine the amount of
  damage the attack inflicts. 
  Characters may choose to inflict less damage than the dice roll
  indicates, if they desire. Thus, a heroic character who scores a crushing
  blow against her opponent on his last legs can reduce the damage
  inflicted to ensure that he does not kill her foe by mistake, rendering him
  unconscious instead. For example, a character attacking with an 5d8
  Special Attack that scores 32 damage may elect to only inflict 15 damage
  if he or she sees the target is about to collapse.
  UNARMED COMBAT
  The attack’s damage is equal to 1d3 plus the character’s bonuses for
  Strength and Massive Damage. This is Stund damage (see page 65).
  MELEE WEAPONS
  The attack’s damage is equal to the weapon’s damage value, plus
  bonuses for Strength and Massive Damage. If the weapon has Abilities or
  Disabilities, refer to the relevant section (pages 62-67) for their effects.
  See Table 11-2: Weapons (page 99) for damages delivered by various
  melee weapons.
  RANGED WEAPONS
  The attack’s damage is equal to the weapon’s damage value, plus
  bonuses for Massive Damage. A Strength bonus may also be added when
  appropriate (such as for thrown weapons). If the weapon has Abilities or
  Disabilities, refer to the relevant section (pages 62-67) for their effects.
  See Breaking Objects (page 108) for suggested Armour Ratings of common
  items or Table 11-4: Armour and Protective Devices (page 106) for shields.
  If the attack delivers five times the object’s Armour Rating, the object is
  destroyed. Characters may only attempt to block melee or unarmed attacks
  unless they have the Block Ranged Attack Feat (see page 83).
  INDEFENSIBLE ATTACKS AND
  FLAT-FOOTED
  A character may not attempt a defence check if he or she is
  completely unaware of the attack, unable to move, or is struck with a
  Critical Hit (see page 122). If a character is caught unprepared but who
  is aware of the attack (such as when surprised), however, he or she is
  considered flat-footed and may still attempt a defence but does not gain
  any bonuses from a high Dexterity score.
  TOTAL DEFENCE
  A character can elect to forgo any attempt to act and focus solely on
  defence. Instead of attacking or engaging in another activity, he or she
  concentrates completely on defence. A character performing a Total
  Defence may still move normally, but may not attack or take non-combat
  actions; the character is dodging and weaving, parrying frantically,
  ducking, and hiding. The character receives a +4 bonus to his or her
  defence roll for the round, starting on the character’s Initiative, lasting
  until the character acts again next round. Total Defence is a good tactic
  for anyone retreating, or someone buying time until his or her allies arrive.
  DEFENDING OTHERS
  A character can defend the target of an attack in three ways: by
  pushing/pulling him or her out of the way, by interposing an object (such
  as a shield, or the character’s body) between the target and the attacker,
  or using an Attribute. The first two methods are described below, while
  the final method is detailed under Defending With an Attack (page 125).
  The first option, pushing or pulling (or grabbing a target as the
  character swing by), is similar to a Dodge/Parry Defence. The
  character uses a defence action, and rolls a defence check. It is difficult
  to defend someone else, however, and the attempt usually suffers a
  significant penalty (see Table 12-7). Obviously the action has to make
  CHAPTER 12:
  COMBAT
  Why is Block Defence Easier?
  Of the two defence options — Block Defence or Dodge/Parry
  Defence — we have decided to make the Block Defence easier for
  two reasons.  First, we believe that interposing an object, like a
  sword or shield, between your own body and an attack is indeed
  easier than completely avoiding any contact (a dodge).  We also
  think it’s easier than using your own weapon to parry, which
  requires some skill.
  Secondly, we assigned the +2 bonus for Block Defences for
  game balance reasons.  With a successful Parry/Dodge Defence, the
  defender avoids all damage completely.  Powerful attacks can
  potentially break the object the defender uses in a Block Defence,
  however, still inflicting partial damage.  In exchange for a higher-risk
  defence manoeuvre, we are awarding your character a +2 bonus.
  TABLE 12-6: DEFENCE SITUATION MODIFIERS
  DEFENCE SITUATION
  DEFENCE ROLL MODIFIER
  Dodge/Parry Defence 
  No Modifier
  Block Defence 
  +2
  Total Defence 
  +4
  Defending Against Multiple Attacks 
  -2 per additional attack (cumulative)
  Defending Against Undetectable Assailant 
  -8
  Defending When Surprised or Flat-Footed
  No Dex Bonus
  Defending Against Critical Hit 
  No Defence Possible
  TABLE 12-7: DEFENDING OTHERS
  DEFENCE SITUATION
  MODIFIER
  Target (or attacker) is within reach
  -2
  Target (or attacker) is at medium range
  -4
  Target (or attacker) is at long range
  -6
  Target (or attacker) is in an awkward position
  -2
  Defender is in an awkward position
  -2
  Target concealed by trees or bush
  -2
  Target concealed by darkness, smoke
  -4
  Defending against additional attacks
  -4 (cumulative)
  Defender is surprised
  Defence Not Possible
  Defending against undetectable assailant
  Defence Not Possible
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  CRITICAL HITS
  In the event of a natural attack dice roll of 20, the attacker inflicts
  a critical strike. Unlike other d20 games, the character is not required to
  make a second to hit roll to see if the critical is, in fact, delivered. A roll
  of 20 always inflicts a double-damage critical hit, unless the GM decides
  otherwise. For example, a 6d8 attack inflicts 12d8 damage when a critical
  is scored.
  GMs may wish, alternatively, to use the normal rules from
  traditional d20, requiring a player to roll a second to hit roll to see if the
  attack is a critical hit.
  EFFECTS OF DAMAGE TO A
  CHARACTER
  Total loss of Hit Points can cause a character to pass out or die.
  Should a character or NPC’s Hit Points ever drop below zero, he or she
  suffered a severe wound and is rendered unconscious. If a character is
  reduced to the negative value of his or her Hit Points, he or she has
  suffered a mortal wound and will die (or fall into a coma, depending on
  the tone of the game) unless medical attention arrives immediately. The
  GM may allow the character to linger long enough to say a few last words
  or perform some other final, heroic action.
  Unlike most d20 System games, characters in BESM d20 do not die
  when they reach -10 Hit Points (unless they only have 10 Hit Points
  normally). BESM d20 is a cinematic game that rarely inflicts lethal
  wounds. If the GM wishes to have a grittier, more realistic game, they
  may use the standard d20 rule for Hit Points — when a character drops
  to -10 Hit Points, they die.
  See Table 11-2: Weapons (page 99) for damages delivered by various
  ranged weapons.
  SPECIAL ATTACKS
  The attack’s damage is equal to the Special Attack’s damage value,
  plus bonuses for Strength (as appropriate) and Massive Damage.
  IMPACT DAMAGE
  Damage may also result from a non-combat action such as crashing
  a speedboat into land or falling from a tree. Naturally, some non-combat
  actions may result in an NPC’s death, but these events should only kill a
  player character in exceptional circumstances.
  CRASHING
  During the course of an adventure, a character’s vehicle may
  accidentally (or deliberately) crash into objects along the road, in the sky,
  in or on water, or in space. GMs should assess whatever damage they
  deem appropriate upon both the vehicle and occupants in a crash. The
  Armour and Force Field Attributes may protect against this damage.
  Similar damage can be applied to a character who jumps or is pushed
  from a speeding vehicle, or is struck by one. 
  Table 12-8: Crashing and Falling Damage assists the GM in
  determining the damage for hitting the ground, water, a building, or
  some other immovable object based on how fast the vehicle was moving
  during that round. If a speed falls between two damage values, use the
  greater of the two.
  FALLING
  A character who falls a great distance will suffer damage depending
  on the height he or she plummeted. He or she may also make an Thumble
  Skill check with success halving the sustained damage to indicate a proper
  break fall (DC of 15 + 1 per foot fallen above 10 feet). The Armour and
  Force Field Attributes may protect against this damage (GM’s discretion).
  ARMOUR OR FORCE FIELDS
  AND DAMAGE
  If a character has Armour (page 40) or a Force Field (page 48), this
  reduces the delivered damage from each successful attack by an amount
  equal to its rating. The character suffers any damage not negated by the
  Armour or Force Field, subtracting it from his or her current Hit Points.
  See Effects of Damage to a Character (right column) for the result.
  CHAPTER 12:
  COMBAT
  TABLE 12-8: CRASHING AND FALLING
  SPEED
  FALLING DISTANCE
  DAMAGE DELIVERED
  10 mph
  10 ft
  1d6
  20 mph
  20 ft
  2d6
  30 mph
  30 ft
  3d6
  45 mph
  40 ft
  4d6
  60 mph
  50 ft
  5d6
  75 mph
  60 ft
  6d6
  90 mph
  70 ft
  7d6
  120 mph
  80 ft
  8d6
  150 mph
  90 ft
  9d6
  180 mph
  100 ft
  10d6
  300 mph
  110 ft
  11d6
  400 mph
  120 ft
  12d6
  500 mph
  130 ft
  13d6
  1,000 mph
  140 ft
  14d6
  2,000 mph
  150 ft
  15d6
  3,000 mph
  160 ft
  16d6
  4,000 mph
  170 ft
  17d6
  5,000 mph
  180 ft
  18d6
  7,500 mph
  190 ft
  19d6
  10,000 mph
  200 ft
  20d6
  each doubling of speed
  above 200 ft.
  +3d6
  Wound Difficulty Penalties
  The Game Master may wish to assign difficulty penalties to
  characters who have been injured in combat.  When the character’s
  Hit Points are reduced to 75% of their original value or less, all
  tasks suffer a -2 penalty.  This penalty applies to all Ability, Skill,
  and combat checks.  At 50% Hit Points, tasks suffer a -4 penalty;
  at 25%, tasks suffer a -6 penalty.  
  Second Wind
  If an event occurs during the course of combat that induces an
  affect (a powerful emotional response) within a damaged character,
  the character is given an opportunity to refocus on the combat and
  eliminate all damage difficulty penalties — getting a “second
  wind.”  The GM decides which events are significant enough to
  evoke such a reaction.  In these situations, the penalties are
  removed if the character makes a successful Willpower or Fortitude
  save (player’s choice) against a DC of 10.  
  If a character drops below one of the remaining damage tiers
  (50% or 25% of original Hit Points) after getting a second wind, he
  or she will immediately suffer from the corresponding damage
  difficulty penalties once again: -4 at 50% or -6 at 25%.  A character
  can only get a second wind once during any combat scene.
  TABLE 12-9: DAMAGE DIFFICULTY PENALTIES
  PERCENTAGE OF
  ORIGINAL HEALTH POINTS
  MODIFIER
  100-76%
  0
  75%-51%
  -2
  50%-26%
  -4
  25%-0%
  -6
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  MIND COMBAT
  Mind combat is a special type of conflict, that uses the Telepathy
  Attribute (page 70) to forcibly invade another’s mind. Most telepaths make
  mental attacks using the Special Attack Attribute with the Mind Attack
  Ability. This mental conflict, however, is a clashing of two psyches, each
  struggling to subdue the other — it is akin to two people getting into a mental
  fist fight. Mental combat can become lethal if either person begins tearing
  down neural pathways, erasing memories, or destroying brain cells. Physical
  strength does not play a role in this battle, only the power of the mind. Each
  round of mind combat covers 6 seconds of time from the characters’
  perspectives, the same amount of time as one round of physical combat.
  Mind combat can only be carried out once mental contact has been
  established, usually using the Telepathy Attribute. Once two minds have
  touched, the initiator of the contact may withdraw at any time. Alternatively,
  physical damage to the initiator or perhaps use of an appropriate Item of
  Power can break the contact. For the target to break unwanted mind contact,
  the player cannot initiate any other actions for one round and must make a
  successful Willpower save against a DC of 15 plus the attacker’s Telepathy
  Attribute Rank. If the check is successful, the aggressor is forced from the
  character’s mind and the mind combat ends immediately.
  If any character in mental contact forfeits all physical actions for the
  round, he or she can attack through mind combat. A successful attack
  requires the player to make a successful Wisdom check against a DC of
  10 plus the target’s Wisdom modifier (plus any bonuses from Mind
  Shield or other appropriate abilities). The GM has the option of
  modifying the DC should the attack be particularly easy or difficult.
  The psychic damage of a successful attack is equal to the attacker’s
  Intelligence modifier (thus, only characters with a positive Intelligence
  modifier can inflict damage in mind combat). The damage is removed
  from the target’s Hit Points. If a character is ever reduced to or below
  zero Hit Points while in mind combat, his or her mind has been broken
  and is now at the mercy of the opponent. The victor can end the
  character’s life, search through memories, plant powerful suggestions,
  erase thoughts, or simply render the character unconscious. Any changes
  to a character’s mind (other than death) will remain until reversed by
  another character skilled in the Telepathy Attribute. The GM should
  decide exactly how this must be accomplished. Role-playing a character
  whose mind has been altered is challenging but can also be very
  rewarding when played with consistency.
  A telepath who wishes to alter a target’s mind after winning a mind
  combat battle must spend a great deal of time to alter it. Minor changes such
  as removing unimportant memories or implanting unessential false memories
  can take a couple of hours. Massive changes, such as instilling (or removing)
  a prejudice or phobia, rebuilding a large portion of the target’s memories, or
  similar large scale remodelling should take days to complete. Characters may
  rush the procedure, if pressed, but there is a risk of the alteration failing over
  time. The target may notice a gap in his or her memory and question what
  happened, or a personality adjustment (new phobia, for example) may weaken
  over time. If the character wishes to perform a change quickly, the character
  may perform minor changes in a matter of rounds while the character can
  accomplish massive changes in about an hour.
  When a character attempts to alter a target’s mind, he or she must
  make a Knowledge: Social Sciences (Psychology) Skill check against a DC
  appropriate for the extent of the change; 10 for minor changes, 20 for
  major changes, 30+ for massive changes. The GM may increase the DC
  further if the alteration is particularly severe or drastic. The character’s
  margin of success determines how long the modification lasts, measured
  in years if the character took his or her time with the procedure or
  measured in days if the character rushed things. GMs should make this
  Skill check secretly and not inform the player of the result unless it is a
  failure — he or she will not know how long the change will hold, only
  that it has occurred or not.
  The Mind Shield Attribute (see page 54) provides a bonus to the
  character’s attempt to resist mind combat and mental alterations, as well
  as Armour against mind combat damage.
  SHOCK VALUE AND CRITICAL INJURY (OPTIONAL RULE)
  The rules for Shock Value and Critical Injuries are only appropriate
  for dark and gritty games and are not recommended for the average
  light-hearted anime game. 
  If a character suffers an amount of damage equal to his or her Shock
  Value, there is a danger that the character will be stunned. If the attack
  penetrates the skin (such as a bullet or knife), the Shock Value also
  represents the damage necessary to inflict a major wound, which, if
  untreated, can result in the character bleeding to death. The Shock Value
  is equal to the character’s maximum Hit Points divided by 5 (round down). 
  SHOCK
  If a character suffers more damage from a single attack than his or
  her Shock Value, he or she must make a Fortitude save vs a DC of 15 +
  1 per 5 damage inflicted above the character’s Shock Value (round down).
  If the check fails, the character is stunned and will collapse. The character
  will also let go of anything he or she is holding. The character’s
  incapacitation will last for a number of rounds equal to the amount by
  which the save was failed. An incapacitated character is effectively out of
  action, either knocked out or awake but immobilised by pain or shock.
  He or she may not take any offensive, defensive, or non-combat actions.
  The duration of incapacitation from multiple failed saves from several
  injuries occurring in a short period of time is cumulative.
  CRITICAL INJURY
  A character that suffers more damage than his or her Shock Value
  from an attack that breaks the skin (such as a bullet, knife, arrow,
  grenade fragment, etc.) has taken a critical injury. A character who suffers
  a critical injury loses one additional Hit Point every round (every minute,
  if out of combat) until given successful first aid. Just stopping the
  bleeding through first aid is not enough, however — it only slows the loss
  of Hit Points. A critically injured character that has undergone successful
  first aid will lose one Hit Point every 10 minutes until he or she
  undergoes successful surgery (best performed in a hospital) or magical
  healing. Thus, a character who is badly hurt might die because of shock
  and internal injuries before he or she can be stabilised. A character can
  suffer multiple critical injuries. If so, each must be treated separately, and
  Hit Point losses are cumulative.
  MEDICAL TREATMENT FOR CRITICAL INJURIES
  If a character suffered a critical injury, he or she will lose one Hit
  Point every round (or every minute if out of combat) until treated via first
  aid. This requires a successful Medical (Emergency Response) Skill check
  against a DC of 15 + 1 per critical injury suffered. Each attempt takes
  10 rounds (or one minute); several tries can be made until successful. If
  the character is trying to perform first aid on him or herself, apply a -2
  penalty. If the character does not have an actual first aid kit handy but is
  forced to improvise dressings, etc., apply a -2 penalty. 
  As mentioned before, a critical injury that is treated will still result
  in the loss of one additional Hit Point every 10 minutes until the
  character undergoes surgery or magical healing. This requires a Medical
  (Surgery) Skill check against a DC of 15 + 1 per critical injury suffered.
  There is no penalty if performed with a full staff in a modern hospital, but
  a -4 penalty applies if it is performed with less adequate medical facilities
  (for example, in a doctor’s office or a poor third-world hospital) or -8 if
  performed with completely improvised equipment. Each attempt will
  take at least 10 minutes. Success stabilises the patient while failure causes
  him or her to lose additional Hit Points equal to twice the margin of
  failure. Another try is possible, however.
  Optionally, a character who has been badly injured (negative Hit
  Points) because of cumulative Hit Point loss may also require treatment,
  even if he or she did not suffer a critical injury. This may be dependent on
  the nature of the injuries — someone who was badly burned may be in
  worse condition than someone who was beaten up. The GM can rule that
  keeping the character alive until adequate medical attention is available
  requires a successful Medical (Emergency Response) Skill check and that
  full recovery (at doubled healing rate) will require a Medical (Surgery)
  Skill check.
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  ALL-OR-NOTHING 
  OR PARTIAL EFFECTS
  When an Attribute is used against a group of targets, GMs may use
  one of two options for resolving the resistance check. When a large group
  of people attempt to resist the effect of a Power, the GM makes one save,
  using the average save modifier of the targets. Important characters
  (player characters or key NPCs) should be allowed to make individual
  rolls for themselves to prevent villains from teleporting a group of 50
  people, including the players characters, thereby using the more
  vulnerable citizens to avoid the player characters’ higher saves. In this
  way, either all of the targets are affected by the Attribute (on a failed save)
  or none are affected (on a successful save).
  Alternatively, the GM may wish to use one dice roll which is used
  as the same roll for each character’s check — characters with high saves
  bonuses within the group may successfully resist the effects of the
  Attribute while characters with low saves are affected. 
  ATTRIBUTE VS. ATTRIBUTE
  When two characters pit their Attributes against each other, who
  wins? In most situations, the character with the highest Rank wins. For
  example, a criminal alien is attempting to make his get-away by Flight.
  The hero grabs the alien with Telekinesis and tries to hold the character
  back, preventing him from flying away. The hero has Telekinesis at Rank
  5 while the alien has Flight at Rank 3. The hero, therefore, is strong
  enough to prevent the alien from escaping.
  If the two Attributes are close in Rank (usually the same or
  differing by one Rank), the GM may request an opposed check to see who
  wins the contested action. Using the above example, if the alien’s Flight
  Rank was 4, instead of 3, the GM could request an opposed check. The
  alien makes a Dexterity check (since Dexterity is the relevant Ability for
  Flight) and scores a result of 16. The hero must now make an Intelligence
  check (since Intelligence is the relevant Ability for Telekinesis) and score
  a result of 16 or higher to prevent the alien from escaping.
  What if a character has two or more Attributes that can be used in
  the opposed check? What if the alien, in the first example, also has
  Telekinesis at Rank 4? In a situation like this, the GM should simply add
  the two Attribute Ranks together to determine who wins the opposed
  action. Thus, the alien has Flight at Rank 3 and Telekinesis at Rank 4 for
  a total of 7 which is much higher than the hero’s Telekinesis Rank of 5. The
  alien is therefore able to make his escape (possibly lifting the hero into the
  air or simply breaking free of his hold, depending on the GM’s discretion).
  USING ATTRIBUTES AS ATTACKS
  In anime movies and TV series, characters regularly use seemingly
  passive, non-hostile Attributes to attack opponents, causing harm. A
  character who can teleport may disorient foes by teleporting them
  repeatedly within one combat round or selectively teleporting portions of
  non-living foes away, causing massive trauma, for example. The list of
  possible attack applications of an Attribute is endless — anime characters
  are well known for pushing the bounds of innovation. Most Attributes,
  however, do not account for these offensive tricks and stunts — they are
  accomplished using Special Attacks. A Special Attack is not limited simply
  to powerful energy blasts — it can be any “attack” that causes harm or
  detriment to an opponent. The teleporter who repeatedly teleports a target
  in a combat round may have a Special Attack with the Drain Body Ability
  and the No Damage Disability, reflecting the sudden disorientation the
  target feels after the attack and the fact that no real physical harm is
  inflicted on the opponent. Alternatively, if the teleporter is capable of
  teleporting just a select portion of a target away causing harm to the target,
  the Special Attack may be designed to do an incredible amount of damage.
  By using the Attack Abilities and Disabilities, players can create any sort of
  attack, which will account for the numerous and creative ways that
  characters utilise their abilities. Some Special Attacks designed this way will
  have the Linked (Attribute) (page 65) or Dependent Defect (see page 88).
  RECOVERY
  A character who suffers lost Hit Points due to damage may heal
  naturally (or be repaired, for mechanical characters). 
  RECOVERING HIT POINTS
  Hit Points regenerate at a rate equal to one Hit Point per character
  Level for each day (or each hour for less “realistic” campaigns) of rest. For
  example, a Level 5 character rejuvenates 5 Hit Points every day while
  resting. The healing rate doubles if the character is in the care of someone
  with Medical Skill but halved if he or she does not spend time resting.
  RECOVERING ENERGY POINTS
  The highest of the character’s Intelligence, Wisdom, or Charisma
  modifiers equals the number of Energy Points the character recovers
  every hour whether the character rests or not.
  REPAIRING EQUIPMENT
  Equipment, such as weapons, vehicles, or other gadgets can become
  damaged in the course of fighting crime. Characters can repair damage to
  equipment by making a Crafts Skill check. If the object has Hit Points,
  each successful Skill check repairs 10 Hit Points. Each Skill check should
  take approximately one day of work (approximately six to ten hours),
  depending on the extent of the repairs required.
  USING ATTRIBUTES
  IN COMBAT
  In some situations, players will want to use various Attributes in
  inventive ways in the middle of a fight. The following rules outline the
  use of Attributes in combat. In many instances, the appropriate Power
  Usage Skill (page 79) can influence the chances of success.
  USING ATTRIBUTES AGAINST
  OPPONENTS
  Creative characters can use a number of seemingly inoffensive
  Attributes in very effective ways in the middle of combat. Special Attacks
  are obviously designed for offensive use against an opponent, but what
  about Teleportation? Could a character not teleport an opponent in front
  of a moving truck or simply out of a fight entirely?
  When a character wishes to use a normally inoffensive Attribute
  against an unwilling opponent, the character must use a non-combat
  action to make a Power Usage Skill check. If the check is successful, the
  target is allowed a save (whichever type of save is most appropriate) to
  defend against the Attribute’s effect. The DC of the save is equal to 10
  + 1 per Rank of the Attribute being used against him or her.
  SPHERE OF CONTROL
  If a character attempts to use an Attribute on an object within the
  sphere of control of a character, the character is allowed to make a save to
  resist the effect as though he or she was the target of the attack. For example,
  a teleporter who wished to teleport the bullets out of an opponent’s gun
  would still be required to make an Intelligence check against the target’s AC
  (the appropriate DC for the action) and the person holding the gun would
  be allowed a Willpower save to resist the effect. Other common objects
  usually in a target’s sphere of control include: the ground beneath the target,
  air around the target, objects the target holds or carries, etc. The GM
  determines what objects are under the defender’s sphere of control.
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  BASE AWARD
  All players who participate in a game session should earn a number
  of XP equal to 100 times the average character Level (not class Level, see
  page 9) of the characters in the group. 
  OVERCOMING CONFLICT
  When determining the XP awards for conflict, GMs must
  remember that conflict does not necessarily mean combat. While combat
  is a type of conflict, it is not the only form. Solving a mystery, saving
  someone from a raging fire, escaping a magician’s death trap, negotiating
  the release of hostages, or other similar situations where the character is
  pitted against an opposing force, is considered conflict. Any situation
  where there is a consequence for the character failing his or her attempted
  course of action is conflict. 
  For conflicts of note, GMs should award a number of XP, which
  represents the characters learning from the events. All characters
  involved in a conflict earn the XP, regardless of their involvement. For
  example, the Samurai who went toe-to-toe with the main villain while his
  Tech Genius ally attempted to diffuse the bomb while the third member
  of the team flew the innocent bystanders to safety all earn the same
  number of XP for the conflict. Each character played a role in successfully
  resolving the situation.
  The quantity of the award depends on how much of a challenge it
  was for the characters to overcome. If the characters are virtually
  guaranteed of success, the GM should not provide an XP bonus — it is
  essentially a mundane activity and is subsumed in the base XP award. If
  the conflict presents a minor challenge to the characters but one they are
  likely to overcome, such as the skilled Gun Bunny thwarting a simple
  bank-robbery or a team of characters saving residents from a burning
  building, the GM should provide a bonus of one half the base award. If
  the conflict is comparable to the characters, such as the characters
  defeating a group of criminals of similar level or solving a complex
  mystery, the GM should provide a bonus award equal to the base award.
  Lastly, if the conflict is superior to the characters, such as defeating a
  powerful archmagi in her lair, thwarting a world-threatening plot, or
  something similar, the characters should earn a bonus award equal to 1.5
  to 2 times the base award.
  This award should be provided per conflict overcome but GMs
  should keep in mind that the average 4- to 6-hour game session usually
  has one or two conflicts-of-note — most situations are covered through
  the base XP award. 
  FAILING IN CONFLICT
  Characters can learn something even when they fail — what not
  to do. When characters fail to overcome conflict, GMs should provide
  a bonus equal to 10% of the base award for a minor conflict, 20% of
  the base award for a moderate conflict, or 30% for a superior conflict
  (round down).
  EXCEPTIONAL ROLE-PLAYING
  Exceptionally talented or active players (those who remain true-to-
  character, encourage other players to participate, help advance the plot of
  the game, etc.) may earn a bonus XP award. When a player does a good
  job role-playing his or her character, the GM should provide a bonus
  equal to half the base award. For strong role-playing, a bonus equal to the
  base award should be provided. For exceptional role-playing, a bonus
  equal to 1.5 to 2 times the base award should be provided. GMs should
  not feel obliged to provide this award — it is only for role-playing that
  stands out. The base award covers players who simply show up for the
  game and role-play adequately.
  USING ATTRIBUTES DEFENSIVELY
  Just as characters can find imaginative ways to use their Attributes
  against opponents, they are just as likely to think of ways to use their
  Attributes to defend themselves from harm. For a character to utilise such
  a Attribute defensively, he or she must select the Power Defence
  Attribute (page 59). If the character does not select this Attribute, he or
  she does not have the experience required to use the Power defensively.
  Thus, a character with Teleportation who does not have the Power
  Defence: Teleportation Attribute may be able to teleport but he does not
  have the training or knowledge needed to teleport at a moment’s notice
  and avoid an incoming attack.
  DEFENDING WITH AN ATTACK
  By holding an action until attacked by an opponent, a character can
  defend him or herself with the offensive use of an Attribute. This
  simultaneous attack and defence option combines the advice under Using
  Attributes Against Opponents and Using Attributes Defensively into a
  single action. To succeed, the character must activate the Attribute with
  an appropriate check and also make a successful save (for the Power
  Defence Attribute) to activate the effect properly. For instance, when a
  character attacks a criminal who has a held action remaining, the criminal
  might attempt to use Teleportation to place a bystander between him and
  the character’s ki blast. The criminal must first make a successful
  Intelligence check to see if the Teleportation works. If the attempt is
  successful, and the bystander fails to resist, a Reflex save determines if the
  criminal activates the Teleportation in time.
  This method can also be used to defend others with an Attribute.
  If an ally (or innocent bystander, etc.) is attacked, the character can
  attempt to Teleport (for example) the target out of the way of the attack
  with a successful use of Teleportation and Power Defence.
  CHARACTER
  ADVANCEMENT
  Character advancement is unnecessary in a short adventure, but
  during a lengthy campaign, players may wish to improve their characters.
  Advancement is not a requirement, but it can reflect the characters’
  learned knowledge through conflicts with the environment, with other
  characters or NPCs, or even with themselves.
  The GM is encouraged to award all characters Experience Points
  (XP) at the end of each game session. The amount of the award should
  depend on the events of the game session as well as the quality of the role-
  playing of the player. Use the following as a guideline for determining the
  XP award for each player:
  See the Player’s Handbook for rules on the application of XP.
  CHAPTER 12:
  COMBAT
  TABLE 12-10: XP AWARDS
  Base Award = 100 times the average character Level of the player group
  Add half the base award if the characters overcame weak/inferior conflict
  Add the base award if the characters overcame moderate/comparable conflict
  Add 1.5 to 2 times the base award if the characters overcame strong/superior conflict
  Add 10% of the base award if the characters fail to overcome minor/inferior conflict
  Add 20% of the base award if the characters fail to moderate/comparable conflict
  Add 30% of the base award if the characters fail to overcome strong/superior conflict
  Add half the award for good, heroic, in-character role-playing
  Add the base award for strong, heroic, in-character role-playing
  Add 1.5 to 2 times the base award for exceptional, heroic, in-character role-playing
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  CHOICE OF GENRE
  The Anime Genres section (Chapter 1: Introduction, page 4)
  describes some of the more playable anime genres. Here is a quick look
  at different genres and significant genre elements from the perspective of
  the game:
  ALIEN VISITORS
  Do the characters or antagonists include aliens who are visiting,
  assisting, or invading our planet? This can be a good way to add people
  with strange powers or high-tech mecha to a present day campaign. The
  “aliens” might also come from other dimensions or underwater, rather than
  outer space. Alien visitors may just be here to have fun, or they might want
  to conquer the world. One classic situation has a set of alien bad guys
  arriving on Earth, pursued by a different set of alien good guys, with the
  poor humans caught in a power struggle between two different factions.
  EXOTIC GIRLFRIEND
  Do you want a soap opera in which a whole bunch of super powered
  girls orbit around a single guy? Just pick a few other genres (Alien
  Visitors, Mecha, etc.) to justify what special abilities the girls have. Come
  up with a strange reason why their big focus in life would be attracted to
  a normal guy (who may be a character or NPC) and you have a perpetual
  motion plot machine as more and more jealous girls appear, bringing
  with them their own bizarre entanglements and plot baggage.
  GUN BUNNIES
  Will the characters blaze away with guns, blasters, or rocket
  launchers? Gun Bunny anime often features beautiful women with big
  weapons (hence the name), but male gun bunnies (handsome guys,
  normally) are just as common. The Gun Bunny genre is often set in recent
  historical or modern day periods, but can work equally well in the near or
  far future with cyberpunk or space bounty hunters and secret agents.
  HERO TEAMS OR MAGICAL GIRLS
  Will the characters possess super powers (either paranormal, racial,
  or technological) and use them to battle evil? Do they have secret
  identities or cute pets? In hero or magical girl anime there is often a clear
  duality with the heroes directly opposing a particular evil organisation
  connected to their own origins.
  HEROIC FANTASY
  Will the characters be a party of fantasy hero archetypes such as
  brave warriors (with magical weapons), spell-casters, flighty elves, or
  crusty dwarves? They will face the usual threats such as brigands or trolls,
  rampaging dragons, and dark lords attempting to get hold of super
  artefacts whose power threatens the world. Remember that in anime,
  heroic fantasy often crosses over with mecha or science fiction.
  HOT RODS
  Are car chases, motorcycles, souped-up engines, and drag races a big
  part of the game? This variation of mecha story is often combined with Gun
  Bunny anime, but it just as often involves relatively non-violent situations
  (racing, sports competition, traffic patrol, high school biker gangs).
  IDOLS OR SPORTS
  Are the characters up-and-coming stars? They could be anything
  from pop music idol singers to Formula One racing drivers to pro
  wrestlers. They’ll compete with rival stars, their own lack of confidence
  CAMPAIGNS, 
  MINI-CAMPAIGNS,
  AND ONE-SHOTS
  A role-playing game can range from a brief one-shot adventure that
  takes a few hours to play to a lengthy campaign that can run over many
  sessions for a period of months or years. The story pacing and plot depth
  of a campaign is different from that of a mini-campaign, which in turn
  differs from that of a one-shot adventure.
  CAMPAIGNS
  A campaign usually has a vast or epic scope with a number of
  shorter plot arcs that weave together to reveal the greater story. The
  characters have time to develop unique personalities as they are faced
  with challenges to their bodies, minds, and souls. The characters can also
  learn new Skills and Attributes and establish lasting relationships with
  NPCs. In a campaign, the players have ample time to explore the various
  aspects of the world that the GM has created. Additionally, antagonists
  will come and go over the course of a campaign as they are defeated,
  destroyed, or reformed by the characters. The GM should establish the
  outline of a plot for the beginning of the campaign before play begins,
  but the middle and the end of the story will be largely determined by the
  interests and actions of the characters.
  MINI-CAMPAIGNS
  A mini-campaign is a single story arc that usually takes place over
  4-8 gaming sessions. The characters may not develop much over the
  course of a mini-campaign since the plot only spans a few days to a few
  weeks. The antagonists are often present in every session with the major
  villain, if any, usually surviving at least until the final climactic conclusion
  to the story arc. Mini-campaigns require a greater plot structure than an
  open-ended campaign, and thus the players are required to focus more on
  the story and less on their own characters. The GM should know where
  the characters will start (the beginning) and where they should go (the
  middle), but the closure at the end of the story is heavily dependent on
  the choices made by the player characters during the game.
  ONE-SHOT ADVENTURES
  A one-shot adventure covers one single story idea in a 3-8 hour
  gaming session. These adventures are frequently run at conventions and
  for demonstrations at game stores. The characters are unlikely to develop
  much during an adventure because the story only spans a few hours to a
  few days. To maintain a high level of intensity during the game, the role-
  playing of character personalities is often sacrificed for dramatic action
  and conflict. In order to finish the adventure in one session, one-shots are
  often highly structured and only offer the characters a limited number of
  choices for each dilemma that they face. Most GMs usually script the plot
  to establish the beginning and middle of the story, and have a rough
  outline of the story ending that can be influenced by the players’ actions
  (for example, will the villain win, lose, or escape?) 
  The GM’s decision on whether to run a campaign, mini-campaign,
  or one-shot adventure should hinge on a number of important factors:
  • Does the scope of the GM’s ideas require a minimum number of game
  sessions to complete?
  • How much time are the players willing to commit to the game?
  • Is the game introductory in nature, or is it for experienced players?
  Will it run at a gaming convention with people who have never met
  before or with players and a GM who are familiar with each other?
  • How much role-playing and characterisation is desired for the game?
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  CHAPTER 13:
  ROLE-PLAYING
  SCHOOL DAYS
  Do the characters get to dress up in school uniforms, attend classes,
  worry about who is dating whom, and try to avoid being late for school?
  Many other genres feature teenage heroes who spend some time in school
  between adventures.
  SPACE OPERA
  Do the characters travel around in a spaceship and visit strange new
  worlds on a regular basis? Space patrol, space pirate, bounty hunter,
  explorer, trouble-shooter-for-hire, and galactic war scenarios are all possible.
  SUPERNATURAL
  Do the characters battle monsters, ghosts, demons, and other scary
  entities that exist in the shadows? Or are they monsters themselves?
  Many anime series combine multiple elements together, and there
  is no reason why a role-playing game should not do so. For example, mix
  mecha, idols, and school: the characters are stars of the powered armour
  wrestling circuit, but they still have to go to classes.
  CREATING A GAME
  SETTING
  This is the milieu in which the game takes place. The scope of the
  game (campaign, mini-campaign, or one-shot) is the main determinant of
  how much work should be put into the setting. Ideas can be borrowed
  from an existing anime series, or it may be original. Examples could
  include: a near-future Earth menaced by alien invasion; a fantasy world
  populated with sorcerers, elves, and dragons; a high school haunted by
  ghosts; a cyberpunk future where humans and robots compete for
  dominance; or just about anything else. The GM should create a
  setting that he or she will enjoy developing and which will encourage
  creating interesting adventures.
  PERIOD 
  Anime-inspired games can take place in any
  period from the distant past to the far future or on
  a world with no direct connection to our own. In settings
  far removed from present day Earth the GM will have to spend
  additional time thinking about the geography, culture,
  technology, societies, and peoples of the world. A useful
  shortcut is to draw parallels with real cultures (for example,
  “like medieval Japan, except ...”) and just note the
  differences, whether they are names of countries or the use
  of lizards as mounts instead of horses. 
  The choice of genre often implies a
  particular period, but need not dictate
  one. For example, although a giant
  robot mecha campaign is usually
  set in the future, it can also
  occur in the present (aliens
  arrive!) or the past
  (creating an alternate
  history where steam-
  powered or magical robots
  exist). Similarly, a high school
  romance could take place as easily
  between students in a futuristic space
  academy as in modern-day Tokyo.
  Suitable periods often used in anime include:
  or overconfidence, and temptation from people who want to exploit
  them. This sort of campaign is often structured with a series of “semi-
  final” competitions or events that build to a big climax, and thus makes
  a good mini-campaign.
  INTERDIMENSIONAL EXILES
  Are the characters people from the modern world who have become
  stranded somewhere else? The characters may have a few items of
  present-day technology that are like Items of Power to the natives, or
  they could have gained appropriate paranormal powers (see Fantasy) or
  talent as a mecha pilot (see Mecha). The “other side” may have its own
  surprises: monsters, magic, or weird technology. A group of characters in
  such a campaign may include characters that come from both worlds.
  MARTIAL ARTS
  Do the characters know powerful martial arts techniques, either
  realistic (like karate or kendo) or over-the-top (like secret ninjitsu or ki-
  powered fireballs)? The campaign may feature action-adventure
  situations or be structured more like the idols genre with emphasis on
  teamwork and non-violent competitions.
  MECHA
  Will the game prominently feature giant robots, fighter planes,
  androids, cyborgs, or other mecha? Do the players have a secret base or
  mobile battle fortress? Appropriate stereotypes include the
  young angst-ridden rookie with great innate ability, the
  flamboyant show-off who loves fighting, the cool
  warrior with a mysterious past, the ordinary
  guy caught in the conflict, and the
  battle-hardened, somewhat cynical
  veteran. A mecha squad must
  put aside their rivalries,
  master their machines,
  and figure out a way
  t o  d e f e a t  t h e i r
  opponents, which can
  b e  t r i c k y  i f  t h e y
  accidentally fall in love with them
  first or discover the Big War was
  all a mistake accidentally
  started by their own side.
  PERIOD PIECE
  Is the game set in some
  historical period (like Samurai Japan or
  Pre-Revolutionary France) where the
  characters can wear nifty costumes
  and rub shoulders with famous
  historical figures?
  PET MONSTER
  Are the characters cute
  kids with pet monsters, which
  they can train to beat up other
  people’s pet monsters or anyone
  else who gets in their way?
  SCIENCE FICTION
  Do the characters use or encounter technology more advanced than
  the present day such as robots or star drives, or meet alien races or have
  adventures on strange new worlds? See Alien Visitors, Mecha, and Space
  Opera.
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  evil (or each other). These settings often see steam- or gasoline-powered
  giant robots, submarines that resemble Jules Verne’s Nautilus, and giant
  armoured locomotives. Magic or psychic powers may also be added to the
  mix. Of course, it is also possible to do an alternative history campaign
  set further in the past or with a varying present day.
  Anime Examples:Kishin Corps, Nadia, Sakura Wars, and Spirit of Wonder are all
  examples of alternate history anime settings taking place
  between 1880 and 1938. See also the anime anthology Robot
  Carnival for some segments with a similar feel.
  MODERN DAY
  The period is the present, the recent past, or the very near future.
  This setting is the least work for the GM, and easily adapts for genres
  from adult horror to action thriller. Current technology can play an
  important role, as can the experience of attending high school. Common
  elements include: cops and crooks, magical girls, martial arts, teenage
  romance or comedy, the military, pop music, psychic powers, sports, and
  supernatural or alien invasions. The modern day period may include full-
  scale science fiction or fantasy action if aliens visit Earth or characters can
  travel between dimensions.
  Anime Examples:Gunsmith Cats, Kimagure Orange Road, Ranma 1/2, Sailor Moon,
  Tenchi Muyo, Uratsei Yatsura, Geobreeders, Tokyo Babylon, and too
  many others to count!
  NEAR FUTURE
  The setting is somewhere in the next fifty years or so. Technology
  is rapidly advancing, but people still mostly live on Earth, although there
  may be bases in orbit, on the moon, or maybe on Mars. Some settings
  may be cyberpunk dystopias, where megacorps dominate the world,
  pollution runs rampant, cyborgs stalk the street, and corrupt government
  agencies and the threat of global war keep the average citizen living in
  terror. Others may be more like our own world but feature the
  development of new technology that can create giant robots, psychic
  powers, artificial intelligence, or simply give Earth’s military a fighting
  chance against invaders from another world. 
  The GM will have to devote time to thinking about what science
  fiction technologies exist and, in particular, what “Personal Gear” is
  available of a futuristic nature.
  Anime Examples:AD Police, Akira, Blue Submarine No. 6, Bubblegum Crisis, Cat
  Girl Nuku Nuku, Dominion Tank Police, Genocyber, Ghost in the
  Shell, Iczer One, Macross, Mobile Police Patlabor, Serial Experiments
  Lain. Interesting examples that combine near-future
  cyberpunk with magic are Hyper Police and Silent Möbius. 
  FAR FUTURE
  In a far future setting, our world has changed beyond recognition.
  A large portion of humanity may now live in space, whether in huge
  colony cylinders between Earth and the Moon, on Mars, or on the worlds
  of distant solar systems. The campaign could be set on a single planet
  (Earth or another world), sprawl across a single solar system, or take place
  in a star-spanning empire where interstellar travel is a way of life.
  Humanity may have never even reached the stars. Instead, the Earth may
  have been devastated by a terrible holocaust (such as nuclear war,
  pollution, or an asteroid strike). Our cities may be replaced by a barren
  wasteland or mutant-infested toxic jungle where our once-proud
  civilisation is but a distant memory. Post-apocalypse settings often have a
  wide mix of technology with barbarians wandering the wastes, new
  civilisations rising from the ashes, and high-tech relics of the past that are
  viewed with superstitious awe.
  Anime Examples:For a changed future Earth: Battle Angel (Alita), Cyber City
  Oedo, and Project A-Ko. For interplanetary futures: Cowboy
  Bebop, Gundam (any series), and Martian Successor Nadesico. For
  interstellar futures: Captain Harlock, Dirty Pair, and Outlaw
  Star. For future alien planets: Armitage III, Macross Plus, and
  Saber Marrionette J. For the many different anime visions of a
  post-apocalypse Earth: Aika, Genesis Survivor Gaiearth, Fist of
  the North Star, Nausicaa, Rhea Gall Force, The Valley of the Wind,
  Vampire Hunter D, and A Wind Named Amnesia.
  SAMURAI JAPAN
  The most popular period for historical anime is Japan’s age of the
  Samurai (although in anime, it is perhaps better titled “the age of the ninja”).
  The Samurai were the aristocratic warrior class, sworn retainers to
  their lords. They dominated Japan for over a thousand years, their power
  finally waning in the 1860’s after Japan was opened to Western
  influences. Their power was greatest during the “warring states”
  (Sengoku) period (1467-1558) when bloody civil war was waged between
  rival clans. They followed Bushido (“the way of the warrior”), a code
  stressing obedience to one’s lord and personal honour. Samurai warriors
  wore armour and fought with sword and longbow, although Japanese
  armies also used naginata and (following the 16th Century) firearms. The
  mark of the Samurai was hair tied in topknot and possession of two
  swords, a long katana used for fighting and a short wakizashi.
  Lurking in old Japan’s shadows are the ninja: spies and assassins,
  sometimes servants of the government, sometimes serving individual clan
  lords. In anime, ninja are depicted as having their own codes of honour
  as strong as those of the samurai as well as being masters of invisibility,
  martial arts, and dirty tricks like poison and gunpowder. Not incidentally,
  the ninja also provide the main “historical” justification for skilled female
  fighters, as their ranks were reputed to have both men and women as
  agents.
  Other archetypes encountered in a samurai era campaign include:
  Daimyo (the proud clan lords whom the samurai served); elegant Samurai
  ladies and courtesans; Buddhist monks (some wise sages or exorcists,
  some fierce warriors); Ronin (disgraced, masterless samurai, often hired
  bodyguards or slovenly bandits); Shinto priests and shrine-maidens
  (sometimes depicted with shamanic magical powers); skilled craftsmen
  (especially those who manufacture swords); and, of course, oppressed
  peasant farmers.
  Anime Examples:Dagger of Kamui, The Hakkenden, Ninja Cadets, Ninja
  Resurrection, Ninja Scroll, Ruroni Kenshin, and Yotoden are
  examples of anime set in samurai Japan or in fantasy worlds
  that are closely inspired by it.
  OTHER PRE-INDUSTRIAL PERIODS
  There is no need to be limited to Ancient Japan for a pre-industrial
  historical setting. Anime has occasionally transcended its Japanese roots
  and set stories in other historical periods. The difference between “anime-
  style history” and “real history” normally boils down to the introduction of
  female warriors and the addition of some supernatural elements.
  Knowledge of actual historical events is useful but not necessary; anime
  history often has no more resemblance to “reality” than Hollywood movies.
  Anime Examples:Nazca (Inca Empire), Rose of Versailles (pre-Revolutionary France).
  RECENT HISTORY
  This is the period that starts with the Wild West, Victorian Era, and
  Meiji Restoration (the downfall of the samurai and rise of the middle
  classes) in the mid to late 18th Century and continues through the two
  World Wars up to the recent past. In anime, an increasingly popular
  period is the 1920’s and early 1930’s, where a vibrant, newly
  industrialised Japan was just becoming respected as a modern nation and
  had not yet stained its hands with the crimes of World War II or suffered
  the trauma of defeat. The Great Kanto (Tokyo) Earthquake (page 135)
  often figures in such periods. The level of detail and accuracy is in the
  hands of the GM. Many shows add supernatural elements or a dash of
  anachronistic technology, sometimes verging on alternate history.
  Anime Examples:Doomed Megalopolis, Grave of the Fireflies, Master of Mosquiton,
  Mermaid Forest, and Porco Rosso .
  ALTERNATE HISTORY
  In this setting the flow of time has taken a sharp bend into a
  different reality. One popular genre in anime involves stories in which the
  Japanese people somehow avoid the mistake of World War II: perhaps
  demons or aliens invaded, forcing the Axis and Allies to fight together
  against a greater threat. Other anime settings follow the “steam punk”
  genre where brilliant inventors develop anachronistic technology to fight
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  COMEDY
  Amusing, incongruous, or wacky things happen. Comedy is often a
  parody of a more serious genre (such as swords and sorcery or mecha
  action), provoking laughs by exaggerating its clichés (such as the angst-
  ridden mecha ace), or adding anachronistic bits (like a rock star or a tank
  in a medieval fantasy world), or incongruous elements (such as a hero who
  is really greedy, clueless, lecherous or destructive).
  ROMANCE
  The characters will have a chance to fall into or out of love. To make
  things interesting, the GM should create NPC love interests and rivals,
  since many players are not entirely comfortable with romancing one
  another. Elements in romances include Love Triangles, Mysterious
  Strangers, Childhood Vows, Many Girls Chasing One Guy (or vice versa),
  and Mistaken Identity. A powerful element is Forbidden Love, where a
  romance appears doomed by family or societal disapproval of the
  relationship, such as an affair with a married person, someone of different
  social status, someone of the same gender, or someone who belongs to the
  other side in a war or other conflict.
  MIXED
  A mix of two or three different themes such as action-comedy or
  drama-romance can often be more fun than maintaining a single tone.
  GAME CONCEPT AND THEME
  The game concept is the basic idea of who the characters are and
  what they are doing that brings them together as a group and gets them
  involved with adventures. The GM should develop it in concert with his
  or her ideas on genre, period, category, and in conjunction with the
  players. The GM should develop a game concept that integrates the
  desired genre (“cool stuff”), period, category, and game length into an
  interesting concept: the game theme. The GM should imagine he or she
  is coming up with the basic concept of a new anime movie, video, or TV
  series. Existing anime or manga have many good themes that can serve
  as inspiration.
  Associated with the game concept is the theme, an underlying idea
  that pervades the individual arcs of a plot or even the entire story itself.
  The game’s theme should be one that will give players a good idea of
  what kinds of characters to create. A theme may be as straightforward as
  a quest for someone or something, as specific as “are robots people?” or
  as abstract as “dark forces rising” or “love conquers all.” Its idea is to give
  the campaign a certain sense of narrative cohesion. The GM should come
  up with a name for the campaign or adventure that conveys an
  appropriate anime feel.
  This section outlines examples of possible game concepts and
  themes. GMs can use these ideas as “game seeds” from which an
  adventure can unfold. The examples serve to illustrate the flexibility of
  BESM d20 as a multi-genre anime system and demonstrate how an entire
  game scenario can revolve around a single, underlying theme.
  JOURNEY TO THE EAST
  Genre:
  Martial Arts
  Period: 
  Samurai Japan — Ancient China
  Category: 
  Action
  Theme: 
  “The Quest”
  The characters were monks or nuns in an esoteric monastery in
  China, students of the martial arts and Taoist philosophy. Unfortunately,
  the government has decided they were too sympathetic with rebel
  peasants and its Imperial troops have destroyed the monastery. The
  characters escaped, but the seven sacred scrolls holding the secrets of
  their order were burned. In order to rebuild the temple, a copy of the
  scrolls must be found. According to legend, the only copies are held in a
  sister temple far away in the distant Land of the Rising Sun. The
  characters must journey across war-torn China, braving bandits and
  warlords, picking up allies (including new characters), and using their
  martial arts skills and chi-powers to help people. Once in Japan, they
  ANOTHER WORLD: FANTASY
  The setting is a completely fictional world where magic works and
  other non-human races exist. The most common type of anime fantasy
  world is one inspired by heroic fantasy novels and role-playing games,
  which can lead to interesting role-playing since the game is based on an
  anime based on a game. It is usually inspired by Medieval Europe but
  populated by dozens of different races. Sorcerers weave powerful spells,
  heroic knights battle great dragons, and bands of adventurers quest for a
  means to overthrow sinister dark lords bent on world domination. One
  common addition is the mixing of elements of modern day or futuristic
  technology. As a result, the forces of the evil dark lord are as likely to
  include flying metal battleships or piloted robots as they are trolls and
  goblins. The explanation for this may be magically powered technology,
  but, just as often, the setting has a medieval (and magic-using) culture
  that exists on the ruins of a long-destroyed technological empire. In such
  settings, an Item of Power is just as likely to be a gun or mechanical
  mecha as it is to be an enchanted sword or scroll.
  Another common setting is a fantasy world inspired by a mix of
  Eastern traditions such as those of China or India. This takes more work
  than simply adding magic to Medieval Japan, but is sometimes very
  interesting. In such worlds, martial arts, priestly magic, reincarnation,
  and karmic destiny are often more important than swordplay or
  Western-style wizardry, and gigantic, centralised empires more prevalent
  than the tiny warring states common to fantasies inspired by medieval
  Europe or Japan.
  Anime Examples:Legend of Lemnear, Record of Lodoss War, and Slayers typify the
  generic Western fantasy world. Ninja Cadets is a Japan-inspired
  world. RG Veda, Legend of Arslan, and Fushigi Yugi are examples
  of an alternative Indian or Chinese-inspired aesthetic. El
  Hazard and Escaflowne are both examples of magical-
  technological hybrid settings.
  ANOTHER UNIVERSE: SCIENCE FICTION
  A step further out from high fantasy, future history, or alternative
  history is the completely imagined setting that has no connection to our
  own Earth. Many of these fall into the fantasy category, but such a world
  (or galaxy) need not have magic to be interesting. These worlds are often
  similar in some ways to an existing Earth period but have completely
  made-up details of geography, history, and cultures. Again, the GM can
  often describe them in short form (for example, the culture and
  technology is similar to 1920’s Europe, except there are gasoline-powered
  robots, there are a fight brewing between an old decadent monarchy and
  a fascist state, and lots of anarchists and pseudo-communist
  revolutionaries are running about). It is possible to go beyond that and
  create an entire universe, such as an alien interstellar society that exists in
  the distant past.
  Anime Examples:Castle in the Sky Laputa, Orguss O2, Gall Force: Eternal Story, and
  Wings of Honneamise.
  CATEGORY: ACTION, DRAMA,
  COMEDY, AND ROMANCE
  What kind of feel is the game to have? Some of the possibilities:
  ACTION
  An action game highlights the exploits of heroic characters.
  Comedic and dramatic moments provide character insight, but the story
  is primarily concerned with the main characters moving from one battle
  or adventure to another.
  DRAMA
  The characters face challenges where things they value (life, liberty,
  happiness, wealth, friendship, the lives of others) are at stake, and their
  actions affect the lives of others. There may be comic moments, but
  failure has serious consequences.
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  LEGENDS OF THE GALACTIC EMPIRE
  Genre: 
  Mecha — Space Opera
  Period: 
  Far Future
  Category: 
  Action-Drama
  Theme: 
  “Defenders of Civilisation”
  In the 30th Century, humanity has gone to the stars and carved out
  an interstellar empire linked by wormhole gates that allow instant
  interstellar travel. After early wars of expansion, the mature Empire has
  become a force for stability and peace. Its Star Legions protect the frontier
  against space pirates, barbarian space nomads, and the android
  infiltrators and robot warships of Cyber-Web, a rival empire of intelligent
  machines. The greatest threat to peace is from within, however: a secret
  faction within the palace sees the Emperor as decadent and soft and
  schemes to depose him, placing their own puppet on the throne. In these
  troubled times, the only force that will save the empire from chaos is the
  Imperial Bodyguard, an elite force of human and alien mecha pilots based
  in the royal capital but equipped with space fighters that can cross the
  galaxy at need. Like a star-faring King’s Musketeers, the Imperial
  Bodyguard may be embroiled in court intrigue, fight in open battle, or
  perform secret missions for the throne.
  VOYAGERS OF THE NEW DAWN
  Genre: 
  High Fantasy
  Period: 
  Another World (pre-industrial)
  Category: 
  Action-Drama
  Theme: 
  “The Quest for Rebirth”
  Dark Fairies have stolen the Five Statues of Light and quelled the
  sun, plunging the world into eternal darkness. Now vampires and
  demons roam, minions of the wicked Fairy Queen. The characters must
  sail off the edge of the world in their magical flying ship in quest of
  another star to bring back a new sun! Unfortunately, a squadron of ghost
  ships, captained by the Fairy Queen’s seven sorcerer-lieutenants, is not far
  behind them.
  WORLD BUILDING
  After the GM comes up with the campaign concept, the players can
  create their characters. The GM should then work out the details of his
  or her campaign setting that need to be established before play begins.
  The first thing to do is to narrow down exactly where the campaign
  will take place. Depending on the period and game concept, it could be
  a real place (like Chicago or Tokyo) or an invented location. The GM
  should consider both the overall environment where the game will be set
  (such as a city, countryside, planet, solar system, or star-sector) and the
  individual locations where day-to-day events will occur. Often, the
  campaign will have a number of “home base” locations where the
  characters will spend a lot of time, such as in homes, work, or places they
  go to train or hang out. This can include their school, training hall,
  detective office, military barracks, police station, etc. There is no need to
  go into great detail here. The GM can usually get by with a line or two
  of description.
  If the GM has set the game in the real world, there is usually no
  need to go into a great amount of detail; if players want to orient
  themselves, they can pull out an atlas. In a completely made-up world,
  the GM may wish to add some details of surrounding country (or planets)
  to help orient everyone. Drawing a real map could do this, but often a
  simple map-in-prose is enough to get by, listing the names of a few places
  that can be dropped into the game.
  GMs who like lots of detail can add many more descriptions, but it
  is a good idea not to get too wrapped up in preparing the setting, or the
  game may never get started.
  find tragedy has struck: an earthquake destroyed the temple a
  generation ago, and thieves stole the scrolls. Now they are in the hands
  of various new owners across Japan and the characters must track them
  down. Each scroll is said to hold a new secret martial arts technique, so
  as they find them they must defeat any owners who are using the secrets
  for nefarious ends!
  ATLANTIS RISING
  Genre:
  Mecha
  Period:
  Recent History
  Category: 
  Action
  Theme: 
  “Things Humanity was not Meant to Know”
  In World War II, a battle between an Allied destroyer and a
  German U-Boat ends when depth charges fall on the undersea ruins of
  the Temple of Atlantis. This breaks the seal on the vault that imprisoned
  the monstrous power of the last Sorcerer-Scientist of Atlantis, whose
  techno-magic experiments sunk the Lost Continent. Now he is
  awakened again, and in no time, his army of sea monsters and crab-
  mecha are on the warpath, invading coastal towns and sinking ships on
  both sides. It is time to deploy all the secret weapons of World War II in
  a single multi-national task force of elite heroes. Can Task Force Unity
  buy enough time until the Americans complete the Manhattan Project
  and ready the atomic bomb? Should the Axis and Allies join together to
  battle this terrible threat? Will Hitler make a devil’s bargain with the
  Atlantean Overlord?
  MAGICAL BUG HUNTER KEIKO!
  Genre: 
  Magical Girl — School Days
  Period: 
  Modern Day
  Category: 
  Action-Comedy-Romance
  Theme: 
  “Love and Destiny”
  The characters are teenagers who discover the mysterious magical
  Book of the Honey Kingdom. Reading its pages enables them to
  transform into magical girls and shrink down to tiny size. They can have
  adventures in the Honey Kingdom, a world of anthropomorphic insects
  under Tokyo, which is currently being menaced by the evil Hornet Lord
  and his Wasp Riders. In between, they go to high school, where they
  discover that some of the other students bear a strange resemblance to
  characters they meet in the Honey Kingdom. Could the enigmatic
  butterfly prince really have any connection with Akira, the brooding but
  handsome school kendo coach? Why does the school principle somehow
  remind them of the sinister Hornet Lord?
  VETERANS OF THE PSYCHIC WARS
  Genre: 
  Hero Team
  Period: 
  Near Future
  Category: 
  Drama
  Theme: 
  “Dark Forces Rising”
  In the mid 21st Century, the secret labs of Psycho-Dynamics
  Corporation discovered how to use drugs to turn troubled children into a
  new breed of “hyper-psychics” to serve as oracles, police, and super-
  soldiers. The boosted psi power proved strongest in teens at age 13-17,
  but burned out at adulthood. The hyper-psychic children produced in the
  company’s labs were embraced by the government agencies, but the state
  was slow to realise that their first loyalty was to Psycho-Dynamics. Ten
  years ago, a nervous government had Psycho-Dynamics broken into two
  separate corporations: Biogenesis and Oracle. This cure proved worse
  than the disease: today the pair are bitter rivals as they both sub-contract
  psionic operatives for various private and government troubleshooting
  operations, hunt down rogue hyper-psychics, and engage in a covert
  corporate psi-wars. The characters are Oracle’s newest recruits, the
  “second generation” of teenagers transformed into psychic warriors, the
  most powerful yet produced. The corporation has high hopes for them ...
  but Oracle’s best psychic visionaries are tormented by hideous
  nightmares of something unspeakable going on in the Psycho-Dynamics
  laboratories. Is this just another escalation of the existing experiments, or
  is there something far worse looming on the horizon?
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  STORY LINE
  The first thing to do is to work out the back story behind the
  adventure. This may follow naturally from earlier sessions, or it might be
  a completely new story arc. For instance, if the adventure involves a
  villain, decide what his or her goals are and the way that his or her plot
  will work itself out if the characters do not stop it. At this point, it is also
  a good idea to decide who the major NPCs are who will play an
  important role in the adventure and what their goals are. In some cases
  they should be created as characters (for example, villains the characters
  will fight or allies who will work closely with the characters). 
  One technique that can help spark a story line is to think of one
  “cool image” or idea that will help make this adventure different from the
  last and use this as a seed to inspire the story. For example, the image of
  a mechanical dragon, or the characters disguised in school uniforms as
  part of an undercover operation, or a castle floating in the clouds.
  Sometimes an idea will not work — just make a note of it for a future
  adventure. 
  CHARACTER GOALS
  Next, the GM should think about the adventure from the players’
  perspectives. How will they get involved and what actions are they likely
  to want to take? Does someone ask them for help or is the adventure
  something that revolves around them from the start? Will the characters
  want to become involved? Consider the steps the characters will likely
  have to follow to resolve the situation and (if necessary) make a few notes
  of how they might succeed. It is all very well to craft a really cunning plan
  for a villain, but if it is so foolproof the characters will never even learn of
  it, there won’t be an adventure!
  PLOT ELEMENTS
  Now it is time to get down to the details of the plot. This is where
  the GM should work out an idea of what plot complications will develop,
  and the order that the characters may encounter them. It is wise to
  consider this from the perspective of “here is the villain’s plan” rather
  than “this is what the characters must do to make the plot work.” It is
  usually more rewarding as a GM to set up situations that engage and
  challenge the characters to make decisions or use their abilities rather
  than creating a complex puzzle box that they must solve in a certain way
  to progress to the next plot point.
  If a villain drives the story, take some time to consider his or her
  back-up plan if the characters thwart “Plan A” early on. In a game where
  a main antagonist risks death or capture, he or she should not be
  introduced directly (as the characters may defeat him or her right away,
  ruining the suspense). Instead, introduce the villain through his or her
  henchmen and works (“we destroy this temple in the name of Lord
  Nobunaga!”) or in situations where combat is impossible. It is wise to
  have the initial villains that the characters encounter be henchmen, and
  introduce the main villain in situations where no fighting takes place (like
  on a view screen or at a diplomatic ball). This way, the adventure will not
  go “off the rails” should the characters do the unexpected.
  An adventure intended to come to some sort of resolution in one or
  two sessions should have four to six distinct plot elements, which can be
  thought of as various complications, encounters with interesting or
  hostile NPCs, or clues that will lead the characters to further situations.
  As GM, give some thought to making an interesting climax to the
  adventure. Remember, however, that this is a set of notes for a game,
  rather than the script for a play. The players will decide what their
  characters will do. 
  Plot elements come in two broad categories. First, there are those
  that tempt the characters into doing something: the space pirate
  characters discover a clue to a lost treasure ship, or a mecha pilot on leave
  stumbles onto his long lost high school love. Second, there are
  complications that add difficulty: rival pirates attack the characters on
  the way to the treasure, or the old flame turns out to be an enemy spy. A
  mix of both carrot and stick helps keeps the story interesting without
  THE SUPPORTING CAST
  There is no need to populate the entire universe, but the GM
  should usually come up with a starting group of 2-5 supporting NPCs
  who can act as continuing characters in addition to any villains or victims
  that the first adventure might also require, along with any NPCs the
  Nemesis or Significant Other Defects would entail. For example, in a
  game where the characters are a high-tech SWAT cyborg team, the NPC
  cast might be: the grumpy police chief, the station’s perky radio
  dispatcher who talks to them on their missions, and the cute girl-next-
  door who runs the coffee and donut shop in which they hang out
  afterwards. The GM can usually assume a character’s friends and
  comrades are the characters themselves. Most of the supporting cast only
  need a name and a very brief description (“grizzled veteran with eye-
  patch” or “spoiled rich girl and flunkies who rule the school”). The
  characters can accumulate more supporting cast as adventures continue
  like the pretty idol singer they rescued from an alien invader who
  becomes their regular mascot. 
  ORGANISATIONS
  If the characters or their enemies are part of an organisation (like
  the police SWAT team, high school magic club, or 22nd Earth
  Defence Force battle squadron), the GM should spend some time
  working out details like “What is their purpose?” “What kind of
  resources do they have?” and “What is cool about them?” The latter
  might include possession of special mecha, paranormal powers, or just
  really neat uniforms. 
  PARANORMAL POWERS, HIGH
  TECHNOLOGY, NON-HUMAN RACES
  If these elements are going to be part of the setting, the GM should
  spend some time considering how they work. For example, magic might
  be a gift that only certain creatures or bloodlines possess or something
  that anyone can learn with proper talent.
  Aliens or monsters might be unique or part of an entire race.
  Similar issues should be considered in regard to the technology: if things
  like robots exist, are they available to everyone or do they belong to a
  specific group or organisation? How do open-ended technologies like Star
  Flight actually function in the campaign? If future technology exists, is it
  a “hard science” approach where everything should be at least
  theoretically possible, or is anything possible as long as there is some
  techno-babble to justify it?
  If non-human characters are a major part of the setting, you should
  decide if the non-humans possess unusual paranormal or technological
  capabilities. In “realistic” games with mass-produced mecha, a similar
  approach can be taken: instead of having characters design their own
  personalised machines, the GM can design some production models that
  exist.
  DESIGNING
  ADVENTURES
  Creating an interesting adventure is an art, not a science, and the
  following guidelines are only one way to proceed. An experienced GM
  can create adventures with almost no advance preparation, especially if he
  or she is familiar with character motivations and has NPCs and situations
  established as part of a continuing campaign. On the other hand, it is a
  good idea for a novice GM to take some time (a few hours) to plan ahead
  when creating an adventure. Having a binder full of notes can greatly
  increase one’s confidence when sitting across the table from a group of
  expectant players.
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  PRESENTING THE VILLAINS
  The presentation of the antagonists (also known as villains or “bad
  guys”) is crucial. The villains should be among the most notable and
  distinctive NPCs in a campaign to emphasise the threat they pose to the
  player characters. If the central antagonist rarely opposes the characters
  directly, it is possible to still make his or her presence known to the players
  by introducing appropriate mercenaries or henchmen. Consider each of
  the following details before presenting the villains to the characters:
  1. Exactly who are the antagonists? Establish the villains’ names,
  physical appearances, origins, and hierarchical ranking (if applicable).
  2. Understand their motivations. Villains who do nasty things
  simply because they are evil make very uninteresting NPCs. Villains do
  not view themselves as bad guys but often believe that they are the only
  ones who can see the bigger picture. Ask yourself why these characters
  are plotting against the characters or working against the values of
  humanity. Do they want power or revenge? Are they merely delusional?
  Are they working for a cause they believe is good? Do their ends justify
  the means? The villains’ motivations may never be perfectly clear to the
  players, but it is imperative that you understand what they are. In many
  cases, a “villain” is a matter of perception. Honourable antagonists (who
  may later ally with the characters against worse villains) are a common
  theme in anime and one well worth developing.
  3. Give each villain a distinct personality. Important NPCs will only
  stand out as individuals if you have spent the time to properly develop their
  personality. The more clearly you construct the antagonists’ identities, the
  more real they will become to your players. Some villains will taunt the
  characters while others will try to convert them to their cause.
  4. Do the villains work alone, or do they rely on henchmen to do
  their dirty work? Ordinary “grunts” need not be as well developed as
  their employers but should still possess some identifying traits such as
  physical appearances, weapons, or powers.
  5. What are the villains’ weaknesses that may eventually lead to their
  fall from power? Keep a few options in the back of your mind. Giving a
  villain weaknesses to exploit allows the players to use tactics other than
  brute force.
  6. Decide how the acts that the villains perpetrate fit your chosen
  theme and tone. In a role-playing situation, if NPC villains kill innocent
  victims, the player characters may not feel obliged to capture them alive.
  This means creating new villains every few adventures. The reverse is also
  true: to make a hated enemy, make sure the villains commit truly evil
  crimes. For greater motivation, introduce a likeable and virtuous NPC
  over several sessions, and then make him or her the villain’s next victim. 
  When important villains speak, they should command attention.
  When the villains fight, they should fight with passion, and if they die,
  they should be remembered forever.
  FAN SERVICE
  In anime, “fan service” is often used to refer to gratuitous visual
  elements such as “cheesecake” scenes. Here the term is borrowed to refer
  to those background, character, or plot elements that recur in many anime.
  Note that some of the best series avoid overusing them since many have
  now become cliché. Use a few of them if you want a distinct anime flavour
  or lots of them if you want a comedy game that parodies anime. 
  • ATTACK PHRASES
  In classic giant robot, magical girl, hero team, and martial arts
  anime, the characters will name each of their main attacks or spells and
  shout them out as they do it. “Ultimate Omega Photon Beam Attack!” 
  • BISHONEN
  A bishonen (“beautiful boy”) is a very attractive male who has
  beautiful, somewhat effeminate features, such as long, flowing hair and a
  delicate build. A bishonen can be easily mistaken for a girl, and he is often
  a skilled warrior. Heroic bishonen are very elegant and chivalrous, while
  villains are often exceedingly ruthless and deadly. Bishonen are often either
  homosexual or thought to be so, even when they are not.
  letting the characters feel railroaded. In a one-shot adventure, the GM
  should keeps things fairly simple with clear objectives. In a continuing
  campaign, plot elements can be ambiguous or mysterious, and thus if the
  characters do not pursue them during one session, they can be
  reintroduced at a later date.
  GMs should usually make a few notes of what they plan to happen
  in the game. The simplest way to prepare is to list the plot elements in
  point form and rely on one’s own imagination to translate this into
  descriptions of encounters or events during the game session. It is a good
  idea to prepare some notes on the NPCs that will appear in the adventure
  (see Important NPCs, below), especially their appearances and goals.
  Some GMs also like to make detailed maps or diagrams of places where
  any chases or battles might take place. The abstract nature of the BESM
  d20 combat system means this is usually unnecessary. If a new locale is
  introduced (like a haunted forest they must enter, a crime scene the
  characters will investigate, or a villain’s fortress that they may have to
  capture), however, scribbling down a few lines of description in advance
  can pay dividends in helping describe a scene during the game.
  One way to create an engaging adventure is to set situations where
  the characters must make tough decisions. These may be emotional ones:
  “do I date cute Maki or sexy Keiko — and what if Keiko catches me two-
  timing her?” They may be strategic ones: “do we send everyone against
  the fortress entrance, or should some of us create a diversion while the
  others sneak round the back way?” They may be heroic: “do I let the
  reactor melt down, or do I brave the radiation and shut it down
  manually?” They may be heart-rending: “we’ve only got a limited
  amount of room in the starship: we can dump our mecha and take all the
  refugees, or we can rescue the kids but leave enough weapons onboard to
  protect ourselves on the journey home”. Ideally, the decisions will not be
  arbitrary, but will flow naturally from the adventure and choices the
  characters make.
  IMPORTANT NPCS
  The guidelines for character creation (Steps 2-11) apply to NPCs,
  although the GM will rarely need to go into as much detail about
  character backgrounds as the players do. If the characters will be fighting
  with or against any NPCs, the GM should take time to work out their
  basic characteristics (Stats, Attributes, Defects) before the adventure. The
  same is true of NPCs with whom they may be closely interacting on a
  regular basis (such as a prospective lover). Otherwise, it is often enough
  to just make a note of a name and position (“Takayuki, the handsome
  man who runs the video arcade that will be robbed by the thugs”) and
  maybe something that the characters can remember (“he has long hair;
  he was once a Formula One racer but was hurt in an accident, and now
  he walks with a cane”).
  Many minor NPCs need even less detail, and the GM can simply
  make them up during the game if details are needed or (for minor villains
  like a henchman’s thugs) just have a single list of game characteristics
  that apply collectively to an entire batch of them. It can be handy to
  make a short list of names that are ready to apply to NPCs that are
  invented on the spot, as “real-sounding” names are often hard to
  improvise.
  In a mini-campaign or campaign, a good technique is to introduce
  an NPC in passing in one session and then promote him or her to a major
  role in a subsequent session. This gives the characters the sense they are
  living in a “real” universe and, since they are used to having that
  character around, makes the players care about his or her fate. For
  example, having the teenage magic club “rescue a gym teacher
  kidnapped by demons” is fine, but it becomes a more powerful story line
  if the gym teacher involved is their favourite gym teacher, Mrs.
  Anderson, and has already appeared in several prior adventures.
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  • GHOSTS
  Japanese ghosts (Yurei) are similar in motivation to those of the
  West, normally being unable to rest until they get revenge or satisfaction
  for some injury done to them in life. The traditional ghost appears in a
  white kimono and his or her feet are not visible. Ghosts and spirits are
  often associated with balls of fire, similar to will o’ the wisps.
  • GIANT PILOTED ROBOTS
  Why are these so common? Mostly because they look really cool.
  Also, a humanoid machine has more story potential. Robots can cross any
  terrain, they can sword fight and wrestle and pick things up, and, if fitted
  with jets or rockets, they can fly through the air or space. A robot allows
  human-level action but on a super scale. Also, if each character has his or
  her own robot, they can all be involved in the action.
  In many military anime, ace pilots will be rewarded with “custom”
  versions of the machines with which they first started or newer and better
  mecha. This is simply simulated by allowing characters to redesign them
  if they acquire higher Levels of Own a Big Mecha. 
  • GIRLS NEXT DOOR VS. EXOTIC GIRL FRIENDS
  A common element in anime romance is the guy who must choose
  between the Girl/Guy Next Door and the Exotic Lover. One is familiar,
  has grown up with the character since childhood, has common sense, etc.;
  the other breaks taboos but is mysterious, sexy, dangerous, and
  sometimes not even human.
  • GREAT TOKYO EARTHQUAKE
  This quake (in 1923) destroyed much of Tokyo and killed 100,000
  people. Tokyo (like Los Angeles) is on a fault line, and another big quake
  is predicted. As a result, many near-future anime postulate a high-tech
  “neo-Tokyo” rebuilt after this disaster, ascribe supernatural causes to the
  earlier or a future quake, or assume that a ruined Tokyo will be
  abandoned and the capital will move to Osaka.
  • HYPER-DIMENSIONAL HAMMER
  In comedy anime shows, a common sight gag is for a jealous
  character, usually female, who has been offended by one of her
  companions being rude or lecherous, to suddenly materialise a huge
  mallet and whack him. This is really just a sight gag, but if the GM
  wishes to formalise it in rules, it can be acquired as Special Attack
  (Concealable, Stun, Melee, Limited Use, Unique Disability: Only on
  Lecherous or Annoying Friends). The Unique Disability counts as three
  Disabilities since it is very limiting.
  • IDOL SINGERS
  A cute, young pop singer who is heavily promoted as a popular idol,
  only to be dropped like a hot potato (in most cases) when his or her
  popularity wanes after a few months. Idols were at the peak of their
  popularity in eighties Japan and feature in many anime of that period. An
  idol singer hopes to break out and become a “real star.” Taking the idea
  of a manufactured star one step further, robotic or virtual reality
  (computer-generated) idols appear as plot elements in some science
  fiction anime series.
  • KARMIC BONDS
  Belief in reincarnation is common in Japanese society, where
  Buddhism (along with Shinto) is one of the two major religions. This is
  often used in anime to explain events that draw a group together: they
  met in their past lives. This can also apply to enemies the characters
  encounter. A character might have a Sixth Sense (page 61) that allows
  detecting such attachments or possibly Recurring Nightmares (page 93)
  to represent visions from an earlier lifetime. 
  • KENDO
  The “way of the sword” is a two-handed Japanese fencing technique
  based on Samurai swordplay (kenjitsu). Kendo normally uses a wooden
  training sword (bokken), which in proper hands can be quite deadly. It is
  • BOSOZOKU
  A Japanese motorcycle or hot rod gang. These are less violent and
  more flamboyant than American gangs. Bosozoku bikes are often very
  heavily customised (even with attached flags!). This is a good background
  for a “tough guy” teenager.
  • CAT GIRLS
  There are legendary cat-spirits (bakeneko) in Japan that often take the
  form of beautiful girls to tempt or devour the unwary. In fantasy anime,
  girls (more rarely, guys) with cat ears and a tail are nearly as popular as
  elves or dragons. These nekojin (cat-people) also pop up in science fiction
  series or supernatural comedies. Some nekojin are more feline with fur,
  claws, and fangs, while others are much more human. Occasionally cat-
  eyes, ears, or tails are drawn on a human character as a visual gag.
  • COLLATERAL DAMAGE
  Inspired by the tradition of Japanese monster movies, many anime
  do not shrink from showing the massive destruction that giant robots or
  big guns can inflict on an urban landscape. The GM should remember
  that any shot that misses is going to land somewhere, and when a 20
  metre tall robot falls over, it is going to flatten anything beneath it,
  including buildings, cars, and people! A heroic robot pilot may feel less
  heroic after he or she finds the battle destroyed a neighbourhood and next
  time may take risks to “lure the enemy away from the civilians.” This is
  very much in genre. In more comedic faire, an “oops, it’s not our fault”
  disregard for such damage is usual.
  • CUTE ANDROIDS
  These are robots made in the image of humans, except they are
  usually attractive, super strong, and durable. The first to be featured in
  anime was a cute boy, but most series prefer cute girls. In more serious
  anime, they may be victims of prejudice or spend a lot of time worrying
  about what it really means to be human.
  • CUTE PETS
  These show up in many anime series, even serious mecha dramas.
  Usually it is one of the female characters who has a cute cat, robot,
  penguin, monster, or other entity but sometimes they are all over the
  place. They may be guides, companions, advisors, living weapons, or
  simple pets used for comic relief. Occasionally a cute pet is capable of
  transforming into a more potent form. Create them using the rules for
  Servants, Mecha, Flunkies, or Significant Others depending on how
  useful they actually are.
  • DYING SPEECHES
  In anime, even important characters die. This awareness of
  mortality is one thing that separates it from Western cartoons and
  television. Dead anime heroes rarely return from the grave (villains are
  another matter...), so to make up for it, a character will often deliver a
  lengthy “dying speech.” The GM can encourage this by allowing any
  character who is “dead” proper airtime to say a few words. He or she
  cannot be healed, and the GM may interrupt a death speech that gets
  overly silly (“you feel yourself beginning to lose consciousness”). The GM
  may even allow the character to linger on until the end of a battle, so the
  player can think of something memorable.
  • ELVES
  Anime versions of Western-style elves often have huge pointed ears.
  Does this have any game effect? Nope, but an extra Level of Heightened
  Senses (Hearing) might be appropriate anyway.
  • FACE CUTS
  A cut on someone’s face is a deadly insult and considered to mar
  their good looks (even if it really doesn’t). For this reason, it’s a good way
  for a hero or villain to start a fight. A character can inflict a slight face cut
  by taking a called shot at a +2 penalty and using the reduced wounding
  rules to do only 1 point of damage.
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  • KYUDO
  The “way of the bow,” this is Japanese archery. It is a popular high
  school sport for both boys and girls and, like Kendo, gives a teenage boy
  or girl a reasonable justification for proficiency with archaic weapons,
  which can come in handy!
  • LATE FOR SCHOOL
  There seems to be some sort of genetic defect in many anime
  females that prevents them from getting to school on time while at the
  same time causing them to obsess about being late. Japanese schools are
  actually pretty strict about being on time, so minor punishments (being
  made to stand in the hall, for example) are common.
  • MAIN GUN
  A classic ability of many spaceships and a few mecha is the “main
  gun,” a super weapon of astounding power that fires a huge wave of
  energy that can destroy entire squadrons of the enemy. Usually the
  weapon is unreliable, takes a long time to warm up, or burns out after
  firing one shot. Thus, its use requires a certain amount of strategic
  thinking to lure all of the enemy into range. The Special Attack rules
  (page 61) can build this sort of weapon by taking more than the normal
  six Ranks (7-10 do the trick) and also assigning it multiple slots of the
  Area Effect or Spreading Ability along with appropriate Defects such as
  Limited Shots that restrict its utility.
  something that school students may learn, and thus provides a good
  excuse for teenagers to have weapons and weapon Skills.
  A practitioner of Kendo or Kenjitsu will have Melee Attack and
  Defence (Sword) Skill and possibly several combat Feats.
  • KI POWERS
  The life energy of a person is called “ki” in Japan and “chi” in China.
  With proper training, a character can take control of this energy, while
  sickness is often ascribed to an imbalance in one’s ki that can be cured
  with various techniques including acupuncture. In order to master
  martial arts, breathing exercises and meditation are supposed to help a
  student focus one’s ki. In anime, a master martial artist trained in secret
  techniques may use ki to sharpen senses, super-charge his or her punches
  or weapon strikes, heal with a touch, or even throw fireballs. In BESM
  d20, ki correlates with Energy Points and a ki master will usually have the
  Magic Attribute.
  • KITSUNE
  A fox. Magical fox spirits with the abilities to assume human shape
  (often as sexy women) or possess people are a common element in
  Japanese folklore. Magical foxes often have multiple tails. Like nekojin,
  kitsune often appear in anime, either as spirits or simply as a non-human
  race with fox ears and one or more bushy tails. 
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  • OFUDA
  These are strips of paper with divine names or holy scriptures
  written on them. In anime, Buddhist monks and Shinto priests or shrine
  maidens can use them to exorcise evil spirits or drive off demons. See the
  Spirit Ward Attribute (page 68).
  • ONI
  Variously translated as Ogre or Demon, these are Japanese
  monsters. They are traditionally portrayed as humanoid monsters with
  horns, often dressed in tiger skins and just as often possessing magical
  powers. Some oni interbreed with humans; the children may be cursed or
  have magical abilities. In anime, oni and oni motifs (like horns or tiger
  stripes) appear in various forms from hideous monsters to sexy space
  aliens in genres ranging from comedy to horror. Oni will usually have the
  Marked Defect (page 92).
  • PUBLIC BATHS AND HOT SPRINGS
  Bathing is a more social occasion in Japan, and people especially
  enjoy vacations in hot spring resorts. Male and female baths are
  segregated, but many comedy anime have shy guys or lechers blundering
  into the girls’ baths, resulting in nosebleeds, slaps, and much silly
  mayhem. When not being interrupted by slapstick, a social bath is also a
  time when people can unburden themselves to their friends.
  • SCHOOL UNIFORMS
  The current Japanese school system inherited many of its traditions
  from British and German schools. One of these is the uniform worn in
  elementary and high school. Boys wear dark pants and either a German-
  style black button-up tunic with a high collar, or a normal white shirt.
  Girls are often dressed in a British-style “sailor suit” (sailor fuku): a
  pleated skirt and a blouse with a sailor collar. Both sexes may add a school
  jacket in cool weather. Different schools have somewhat different
  uniforms, so a new student can be easily spotted. Gym uniforms consist
  of a sweatshirt and sneakers with girls wearing form-fitting shorts
  (“bloomers”), while boys wear ordinary shorts. 
  • SDF
  The Self Defence Forces are the modern Japanese military. In the
  real world, they are divided into Ground, Air, and Maritime branches and
  are well trained and equipped (with weapons similar to that of the USA),
  but they are also inexperienced because Japan’s constitution forbids
  foreign military adventures. In anime, they tend to be “red shirts” who
  get wiped out to demonstrate the power of alien invasions or monster
  attacks until the heroes arrive to save the day with their super powers or
  top secret battle mecha.
  • TERRIBLE COOKS
  In anime, girls are supposed to be good cooks and better than boys.
  In high school anime, a common comedy element is the female character
  who is a terrible cook, but who may not realise it. Her friends are
  regularly forced to taste her cooking to avoid hurting her feelings. Two
  famous examples are C-Ko in Project A-Ko and Akane in Ranma 1/2.
  Being a terrible cook is best simulated by a Unique Defect, “Confuses
  Poisons and Cooking Skill” (1 BP) and giving the character one rather
  than the other.
  • TOKYO TOWER
  A replica of the Eiffel Tower was built in Tokyo in 1958. At a height
  of 1,090 feet, it is a major landmark and a popular destination for school
  trips. Tokyo Tower often appears in modern-day anime, and its high
  observation deck often serves as a focus for monster attacks, bizarre
  rituals, or extra-dimensional manifestations. Considering it must have
  been destroyed so many times, it is a wonder they can keep rebuilding it!
  • MASCOTS
  These characters hang around the heroes and cheer them on. They
  include cute pets, cute robots, and cute little brothers or sisters.
  Sometimes the mascot doubles as an advisor, assistant, or spirit guide for
  the hero, and, in rare instances, it can also transform into a weapon or
  mecha. Every magical girl anime needs mascots, but they also pop up in
  all kinds of series including fairly serious mecha drama.
  • MECHA BASES
  In a mecha campaign, the characters will often have a base that acts
  as their home and houses their mecha. It is usually a secret underground
  base hidden below a mundane shop, residence, or city, and is a giant high-
  tech citadel, or a mobile battle fortress. Popular examples are big
  spacecraft, cloud bases, giant aircraft carriers, big submarines, and giant
  hovercraft. Sometimes the fortress can retract into the ground or
  transform into a huge giant robot. The base usually has a crew of NPCs
  and sometimes is also home to a group of dependants (family, refugees,
  etc.). Its brain is a control room or bridge occupied by a stoic commander
  and a group of young and attractive communication officers. It is often
  defended by various weapon turrets and sometimes a huge “main gun”
  with devastating firepower that is only occasionally usable. It will also
  have workshops, medical bays, and laboratories, often with their own
  expert NPCs. Some are large enough to be virtual cities with homes,
  shops, classrooms, and so on, allowing entire adventures (or full-scale
  mecha battles) to take place inside them. In game terms, the majority of
  mecha bases are best designed as very big mecha. If they are stationary
  fortresses, simply give them the Confined Movement Defect (page 88).
  • MECHA CHILDREN
  Anime series often have 13-16 year-olds piloting advanced mecha.
  The real reason is so the like-aged audience can identify with the hero,
  but there are “story” reasons that can make sense. Perhaps all the adult
  pilots in the area were killed, sick, or injured and only some kids (from
  the local space academy or the children of the mecha’s inventor) are left.
  By the time new pilots arrive, the kids will be veterans. Another
  possibility is that the mecha is semi-alive or intelligent and bonds with
  the first person who happens to use it (a child). Perhaps the most popular
  option is that the mecha requires a specific ability in order to be activated
  (a pilot who must be psychic or a clone of the original owner or part-alien)
  and the only candidates are children.
  • MECHA INVENTORS
  A traditional mecha anime should give thought to whoever
  invented the cool technology the characters use. He or she may have been
  murdered and the invention stolen by the villains (but a prototype or two
  is left behind for a son, daughter, or young assistant to use to gain
  revenge). Sometimes the inventor is still around but usually is a little
  unbalanced (either absent minded or obsessed with modifying or
  perfecting it).
  • NAUGHTY TENTACLES
  Demons with masses of writhing tentacles are a common sight in
  anime horror, inspired by early examples of the genre and H.P. Lovecraft.
  In game terms, such a creature has the advantage of being able to
  grapple, grope, and menace the protagonists without killing them (the
  way fangs and claws would). The most notorious such demons follow the
  Bug-Eyed Monster tradition: “they want our women.”
  • NOSE BLEEDS
  Another comedy anime gag is the idea that if a male (usually a
  virgin) sees something arousing, blood will rush to his head causing a
  nosebleed. In game terms, a boy with Easily Distracted (Girls) may get a
  nosebleed if he encounters an attractive female character in a
  compromising position: he or she is stunned on a failed Will Save.
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  The character may, however, be Knighted during the course of the
  campaign, due to heroic deeds. If the player does not spend the
  Advancement Points for the Organisational Ties Attribute, then the GM
  may strip the character of rank, as dictated by the course of the
  adventure. Since the player has not made an investment in the Attribute,
  it is not protected from the GM’s plots and machinations.
  Conversely, the Organisational Ties Attribute may be given to the
  character during a campaign, but in concert with some new Defects (Red
  Tape, Owned, etc.) of sufficient Bonus Points to pay for the new
  Attribute. In this case, the player can rest assured that his or her character
  will remain a Knight for the length of the campaign — he or she
  effectively “paid” for the Attribute via the Defects. The character,
  however, must contend with the new disadvantages. The player may
  choose to pay off the Defects slowly, over the course of the game, with
  Character Advancement Points.
  The later option is an excellent choice for dynamic character
  advancement — the GM may give the character something even if the
  player does not yet have enough Character Points. The character gains
  the applicable Attribute but also earns appropriate Defects to pay for the
  Attribute. That said, however, GMs should not do this with everything
  that the characters come across in their adventures or the characters will
  quickly find themselves laden with a host of Defects. Only enforce new
  Defects for the important things that you want the player’s character to
  maintain for the length of a campaign. Let the other “free”
  Attributes/Items be the player’s choice — they can either spend
  Advancement Points to protect the Attribute/Item or allow it to suffer
  the whims and fancies of the GM. 
  ADVICE FOR THE GM
  1. WATCH LOTS OF ANIME
  There is no better way to capture the intense atmosphere of the
  anime genre than by watching the adventures for yourself. Many video
  rental outlets now carry an extensive anime selection, and an even greater
  number of illegal fan-subtitled videotapes are available to the experienced
  internet user. Be sure to watch titles from a variety of genres (comedy,
  horror, mecha, thriller, science-fiction, fantasy, etc.) in order to shape your
  adventure or campaign. Watching Japanese anime is time well spent.
  2. DEFINE THE SETTING AND GENRE
  Clearly define the setting and genre of your game to the players
  before they create characters. Since BESM d20 is a universal multi-genre
  RPG, players need to know what character boundaries best suit the
  adventure.
  3. ENCOURAGE INNOVATIVE THINKING DURING CHARACTER CREATION
  Help players avoid falling into the trap of playing characters from
  established anime productions by giving them the freedom to create. The
  only real boundaries placed on the characters should be the players’
  imaginations.
  4. THE CHARACTERS ARE THE MAIN FOCUS
  Make every character a main focus of the game and give equal
  attention to all players. Balancing game time is often the most difficult
  challenge for GMs of all levels of experience. Talk with each player
  outside the game to ensure that he or she is satisfied with the character’s
  involvement in the adventure. Unhappy players can make a game
  unworkable.
  5. COMBAT IS NOT THE MAIN FOCUS
  Do not turn combat into the primary focus of the game. When
  combat does erupt during the adventure make it fast, exciting, and fun
  for all players. Combat should not occur too often however, or it will take
  away from the other role-playing aspects of the game. Staging several big
  battles during each playing session can desensitise the players and turn
  • TRANSFORMATION SEQUENCES
  Most magical girls can switch from their street clothes into their
  battle costume. This involves saying a few magic words and posing
  dramatically. This often takes several seconds (which saves a lot of money
  later in the series when several magical girls transform, and they can use
  a lot of stock footage). This can be assumed to be simply a “slow motion”
  kind of shot, however. The villains cannot really attack while the
  character is transforming. In anime designed to appeal to teenage boys,
  the character often ends up briefly naked, while in those aimed at general
  audiences the transformation is disguised by special effects or occurs more
  or less instantaneously.
  • TRANSFORMING MECHA
  Giant robots are even cooler if they can transform, that is, shift
  their shape so that a humanoid robot can turn into a fighter plane or
  mechanical beast. In some anime, multiple mecha can link together to
  form an even bigger machine. The various Mecha Attributes cover these
  genre conventions. More “realistic” mecha series usually limit or forgo
  mecha transformations.
  • YAKUZA
  Japanese gangsters belonging to organised crime families. Yakuza
  can be distinguished by their dark suits, big foreign cars, habit of
  covering their bodies with colourful tattoos, and the custom of cutting off
  a finger to atone for any mistake that displeases his boss. Yakuza often
  appear as “heavies” in modern-day anime.
  CHARACTER
  ADVANCEMENT
  Character advancement is unnecessary in a short adventure, but
  during a lengthy campaign players may wish to improve their characters’
  Skills and Attributes. Advancement is not a requirement, but it can
  reflect the characters’ earned knowledge through conflicts with the
  environment, other characters, or even with themselves.
  The GM may allow characters with Items of Power, Personal Gear,
  or Mecha to “swap” existing items or mecha for other items of similar
  point value during or between adventures if a good story rationale exists.
  For example, if Tabitha’s Hellcat fighter is inappropriate for a mission,
  she may visit the guard armoury and switch it for a different type of
  mecha. The GM may require expenditure of in-game resources (favours,
  money, time, captured enemy gear) before this can be attempted. If
  characters lose equipment, the GM can make them wait a session or so to
  reacquire it or force them to make do with inferior equipment unless
  circumstances allow a replacement.
  CHARACTER POINT PROTECTION
  If a player spends Character Points on something (an Attribute,
  Item of Power, Mecha, etc.), he or she should expect some degree of
  protection from the ravages of the GM. After all, the player has
  “invested” part of his or her character into the particular thing. If the
  player does not spend the character points, however, they gain no
  protection. The GM may steal, destroy, alter, or manipulate it however
  they desire.
  For example, a player spends Character Points, during character
  creation, to gain Organisational Ties for his or her character (to represent
  the character being a Knight). The player should feel secure in the
  knowledge that his or her character will remain a Knight for the duration
  of the campaign. Should the character’s Knighthood be stripped, he or
  she should at least gain something of similar value. The character may
  gain a new Item of Power worth the same number of character points as
  the Organisational Ties Attribute, for example.
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  4. DON’T BE A COPYCAT
  In an original setting, it is fun to play a character who is inspired
  by a particular anime series but do not simply clone a well-established
  character from an anime television series or movie. It is very difficult to
  accurately portray a character created by someone else but easy to be
  disappointed should you be unable to role-play him or her “correctly.”
  Develop your own character.
  5. DON’T BE A LONER
  Do not create a character who prefers to be alone. Role-playing is
  about GM/player and player/player interaction. Deny yourself one of
  those opportunities and the enjoyment of the game is diminished for
  everyone.
  6. DO NOT OBSESS ABOUT THE RULES
  Every GM has his or her individual style when running a game. If
  your GM wants to play “fast and loose” with the system, go with the flow.
  The rules should only be used when it benefits the game. Do not let this
  book hold you back.
  7. HAVE FAITH
  Trust the GM to do what is best for the game. Any worthy GM
  realises that players come first, and it is his or her obligation to make it
  enjoyable for everyone. Trust the judgement of the GM, and the game
  will flow more smoothly.
  8. COMMUNICATE
  Give the GM constant feedback — both positive and negative. On
  a regular basis (perhaps after each session) let the GM know what you like
  and dislike about the direction and momentum of the game. Without
  player input, the GM may not realise in which areas he or she needs
  improvement. Be polite and diplomatic but also be honest. The game can
  only get better, not worse, when you voice your comments and concerns.
  them against physical conflict (“Oh great...yet another unearthly tentacle
  monster to fight. Am I supposed to be scared?”) Use combat sparingly,
  and its dramatic impact will be increased tenfold.
  6. KEEP DICE ROLLING TO A MINIMUM
  Quite simply, if a dice roll is not necessary or does not
  constructively add to the game, do not make the roll. GMs should feel
  comfortable making decisions about the direction of events during a
  session without the use of dice. See page 111 in Chapter 12: Combat for
  suggestions when dice rolls may or may not be necessary.
  7. ALLOW FOR SPECIAL EFFECTS
  Give players latitude when it comes to using special effects for their
  characters. Some examples include wind-blown hair, triple-take action
  shots, cool musical soundtracks, blurred backgrounds during combat
  scenes, and countless others. These effects can inject humour into any
  game and fit perfectly into the anime genre.
  8. USE CHARACTER DEFECTS TO THE BENEFIT OF THE GAME
  Though they penalise the characters, Defects should not penalise
  the players by hindering their role-playing efforts. Be sure to map out
  how you plan to implement all Defects before play begins. Using them
  effectively will add excitement and paranoia to your game.
  9. DOWNPLAY THE ABILITIES OF UNIMPORTANT NPCS
  If an NPC is not a major character in the adventure, he or she
  should not outclass the player characters in Stats or Attributes. It is
  recommended that minor NPCs should be created on only 10-20
  Character Points and have approximately half as many Health and
  Energy Points as characters or major NPCs. This guideline forces the
  unimportant NPCs into supporting or background roles (where they
  belong) and allows the major NPCs to capture the attention of the player
  characters.
  10. GO OUTSIDE THE RULES
  If you dislike a rule presented in BESM d20, you are encouraged to
  modify it to suit your needs or simply discard it completely. Do not let
  your vision of how an anime role-playing game should work be
  suppressed by anything you read in this book. These pages are filled with
  guidelines and suggestions, but they certainly do not reflect the One True
  Way to role-playing success. Use what you like, discard what you do not,
  and fill in the blanks with your own ideas.
  ADVICE FOR THE
  PLAYER
  1. WATCH LOTS OF ANIME
  You want to play an anime character in an anime setting using
  anime role-playing rules — that should give you sufficient cause to rent
  a couple of videos.
  2. BE INNOVATIVE IN CHARACTER DESIGN
  BESM d20 was designed to be flexible, allowing you to create the
  anime character of your desire. Do not hesitate to develop Attributes or
  Defects not listed in these rules — talk with the GM about your ideas.
  Playing an original character of your design is much more enjoyable than
  limiting yourself to someone else’s ideas.
  3. ASSIGN YOUR CHARACTER A FEW DEFECTS
  Your purpose is not to create a “perfect” character, but a character
  that is fun to play. Defects not only generate laughter during each session
  but can also expand your role-playing options. Besides, you will find that
  you never have enough Character Points to satisfy your desire for
  Attributes. Assign some Defects and you will get a few more Points.
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  APPENDIX:
  OPTIONAL RULES
  Due to the difficult conditions, the speed of a chase in close terrain
  begins at one-half of the fastest mecha’s maximum speed (rounded
  down). The GM should roll 1d6 each chase round which occurs in close
  terrain — a result of 1 indicates an obstacle of DC 18 (see Obstacles,
  page 144).
  TIGHT TERRAIN
  This is the most dangerous of all terrain, filled with sharp drops and
  large, dense obstacles. Typical examples include stairways, corridors, busy
  highways, boulder-strewn areas, whitewater rapids, and aerial battles at
  treetop levels.
  In tight terrain, the speed of a chase begins at one-quarter of the
  fastest mecha’s maximum speed (rounded down). Such close quarters
  favour highly responsive mecha, and so if both predator and prey are in
  tight terrain, the mecha with the highest Manoeuvre value (or the mecha
  suit whose pilot has the highest Dexterity) gains an additional +1 speed
  modifier to all Drive checks.
  Tight terrain is unstable, and mecha in these areas should be
  prepared for anything. The GM should roll 1d4 each chase round that
  occurs in tight terrain — a result of 1 indicates an obstacle of DC 24 (see
  Obstacles, page 144).
  INITIAL LEAD
  The distance between mecha during a chase is called the “lead,” and
  is measured in lengths. In most cases, one length equals 10 feet. The GM
  should adjust the size of the length depending on the conditions of the
  chase. For example, a chase between two aircraft might use lengths of
  100 feet while a fight between two starfighters might be measured in
  1,000-foot lengths.
  At no time can the lead be less than zero or greater than 30. If any
  effect reduces the lead to less than zero, the lead becomes zero. Similarly,
  if any result increases the lead above 30, the lead becomes 30.
  Chases can start in a number of ways, but most boil down to one of
  two categories: predator-initiated and prey-initiated. This determines
  how much of a lead the prey has at the start of the chase. When the
  predator begins a chase, the initial lead is equal to 2d6+3 lengths
  (usually 50 to 150 feet). When a chase begins with the prey fleeing, the
  initial lead is 2d6+8 lengths (usually 100 to 200 feet). If there is no clear
  initiator in a chase, both sides roll Initiative and the highest result is
  considered to have started the chase.
  CHASE SPEED
  Chase speed is measured in miles per hour and is determined by
  terrain at the start of the chase. Chase speed changes throughout the
  pursuit according to the manoeuvres chosen by the mecha each round.
  Whenever the chase speed exceeds the maximum speed of one of
  the mecha at the end of a chase round, the mecha is dealt 1d6 damage.
  This damage is not reduced by Armour or other effects, and is in addition
  to all damage caused by manoeuvres, crash checks, and other effects. 
  CHASES: STEP BY STEP
  There are six steps to chases, which are explained in broad strokes
  here and then in detail in the following sections. These six steps continue in
  cycles until the chase ends — either with the capture or escape of the prey.
  STEP 1: CHOOSE MANOEUVRES
  Each mecha (or group of mecha) secretly chooses a manoeuvre from
  the list offered. Each manoeuvre has strengths and weaknesses, and is
  usually geared towards a specific goal.
  STEP 2: DRIVE CHECKS
  The mecha operators make opposed Drive checks (or other
  appropriate checks for non-mecha; Ride, Tumble, Swim, or Climb, for
  example). The winner’s manoeuvre succeeds.
  OPTIONAL RULES
  BESM d20 is arguably the most flexible d20 games available. The
  following rules give GMs the chance to make it more flexible still, by
  offering alternate ways to deal with specific situations and actions, special
  rules modifications for certain types of campaign, and many other
  options. Here you will find two separate sets of rules for mass combat —
  both of them quite simple and easy to use — as well as rules for chases,
  rules to give your campaign its own particular flavour, and a number of
  alternate combat rules. Each rule is intended to be truly optional — that
  is, you can pick and choose any or none of these rules for your own games.
  Several of these options given here can also work as occasional rules. For
  example, the extra detail for combat provided by such things as hit
  locations may be too involved and time-consuming for regular combat,
  but could prove ideal for a one-on-one duel between two old enemies at
  the climax of a campaign.
  CHASES
  Role-playing games regularly involve action and chases are a
  common occurrence. The following rules provide a dynamic mechanic for
  handling chases in a BESM d20 game.
  During a chase, one mecha (or sometimes one character) — the
  “predator” — is assumed to be trying to catch the other — the “prey.”
  The predator and prey may be flying, running, driving, swimming,
  or engaging in almost any other conceivable method of movement. For
  conciseness, the wording of these rules assumes that both predator and
  prey are in mecha, though it can apply equally to characters on foot or
  riding mounts of some kind. These rules work just as well for chases on
  horseback as they do for vehicle chases.
  TERRAIN
  The GM and players should have an idea of the terrain in which a
  chase is taking place before getting started. Terrain establishes the
  general conditions of a chase, as well as obstacles to be avoided.
  OPEN TERRAIN
  Open terrain is easy to traverse, with only slight changes in
  elevation and few imposing obstacles. Examples are: wide, flat plains;
  large, open areas with few obstructions; clear skies at high altitude; open
  seas; racetracks; highways.
  In open terrain, the speed of the chase begins at three-quarters of
  the maximum speed of the fastest mecha involved (rounded down). Open
  terrain chases in which one mecha’s maximum speed is less than three-
  quarters that of its opponent are usually over before they start.
  A mecha’s maximum speed is critical in open terrain, and the
  mecha with the highest speed receives a +2 speed bonus to all Drive
  checks. If only one mecha in the chase is considered to be in open terrain
  (either due to two or more types of terrain, Feats, or mixed movement
  types) then that mecha automatically receives the +2 speed bonus.
  By its very nature, open terrain contains few large, hard obstacles.
  The GM should roll 1d10 each chase round which occurs in open terrain
  — a result of 1 indicates an obstacle of DC 12 (see Obstacles, page 144).
  Even if a collision occurs in open terrain, mecha usually carry on
  with little or no damage. Critical failures in open terrain are particularly
  bad, however, as the mecha involved are typically moving as fast as
  possible.
  CLOSE TERRAIN
  Close terrain is generally narrow and filled with plenty of stuff to
  run into, clip, and burst through. Typical examples include narrow alleys,
  open areas with many obstructions, or air combat at low altitudes.
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  APPENDIX:
  OPTIONAL RULES
  STEP 1: CHOOSE MANOEUVRES
  The first step during each chase round is choosing manoeuvres.
  There are two types of manoeuvre: predator and prey.
  Due to the abstract nature of chases, the distance covered and the
  specific locations of each mecha are left up to the imaginations of the GM
  and players. What’s important is the distance between them at any given
  time. The initial lead is determined as part of getting started, but should
  be rechecked at the start of each round. Many manoeuvres may only be
  chosen by mecha with a certain minimum or maximum lead.
  Ultimately, the goal of the predator is to decrease the lead enough
  that it can perform one of the finishing manoeuvres (see below) and catch
  the prey, while the prey is trying to do a finishing manoeuvre that allows
  it to escape. Chases continue until either the predator or prey successfully
  performs a finishing manoeuvre, someone crashes, or one of the mecha is
  disabled (see Step 6).
  STEP 3: RESOLVE MANOEUVRES AND ADJUST LEAD
  The effects of the manoeuvre that succeeded are applied, and the
  number of lengths between the mecha is adjusted.
  STEP 4: OBSTACLES
  The GM rolls for obstacles.
  STEP 5: OTHER ACTIONS
  Assuming the chase continues, each passenger of each mecha may
  perform a full action or a move and a standard action. An operator may
  perform either a move action or a standard action in addition to operating
  the mecha, but receives a -4 penalty to the next mecha operation-related
  check or roll (such as a Drive check or attack roll) if he or she does so.
  STEP 6: DAMAGE AND COLLISIONS (IF ANY)
  If warranted, mecha operators make Drive checks to see if their
  mecha have collided with anything.
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  HERD
  Forcing the prey to make bad choices can be as effective as chasing
  him down. By keeping the pressure on and cutting off the prey’s options,
  the predator uses strategy and brute force to drive the prey into
  dangerous situations.
  Lead: 
  10 lengths or less.
  Success: The lead is reduced by one length and the prey is required to
  make a crash check, with a DC determined by the chase setting
  and increased by the difference between the Drive checks. The
  predator must also make a crash check this round (with no
  additional penalty).
  Special: By beating the prey’s Drive check by five or more, the predator
  may choose to reduce both the predator and prey’s crash check
  DCs by five to shift the terrain by one step at the end of the
  round (open or tight becomes close and vice versa).
  Alternatively, the predator may ignore the crash check.
  JOCKEY (VEHICLE ONLY)
  By carefully matching the prey’s movements, the predator can force
  the relative speeds of the two mecha down to almost zero, stabilising the
  chase so that others in the vehicle can attack.
  Lead: 
  10 lengths or less.
  Success: The lead is reduced by one length and the driver and all
  passengers in the predator vehicle gain half the difference
  between the manoeuvre checks (rounded down) as a bonus to
  their attack rolls targeting the prey.
  RAM (FINISHING)
  Ram is straightforward: the predator speeds up and slams into the
  prey, forcing it off the road. It’s dirty, but often gets the job done a lot
  faster than Crowd.
  Lead: 
  5 lengths or less.
  Success: The predator wins the chase, colliding with the prey. Both
  mecha are treated as though they failed crash checks (see Step
  6). They then come to a halt.
  REDLINE
  Redline is an advanced version of Gun It, during which the
  predator suddenly accelerates to and remains at its top speed. This causes
  incredible wear and tear on the mecha as its power plant literally burns
  up (or an animal strains itself, etc.).
  Lead: 
  Any distance.
  Speed:
  Increase the chase speed by 20 mph.
  Success: The lead is reduced by a number of lengths equal to twice the
  difference between the Drive checks. The predator is dealt 1d6
  damage (a vehicle can ignore this damage if it currently has a
  Booster activated; see page 167).
  SHORTCUT
  Shortcuts can be helpful in catching up with prey, especially in close
  quarters, where the prey cannot see what the predator is doing.
  Unfortunately, this generally means that the predator has reduced its line
  of sight as well, which can result in a nasty spill.
  Lead: 
  Any distance.
  Speed:
  The chase speed is reduced by 15 mph.
  Success: The lead is reduced by a number of lengths equal to twice the
  difference between Drive checks. The predator must make a
  crash check during Step 6.
  MANOEUVRE DESCRIPTIONS
  The following elements go into the description of each manoeuvre.
  The GM may modify or disallow certain manoeuvres depending on the
  specific circumstances of the chase.
  Lead: 
  Minimum or maximum distance between predator and prey
  required to perform the manoeuvre.
  Speed:
  Succeed or fail, both the predator’s and prey’s manoeuvres may
  modify the current chase speed. If both predator and prey
  choose manoeuvres that alter the chase’s speed, only the
  highest modifier (positive or negative) applies.
  Success: The effects of the manoeuvre, when the mecha that chose it
  wins that round’s opposed Drive check.
  Special: Any additional information or conditions.
  PREDATOR MANOEUVRES
  Each round the predator should write its manoeuvre down on a
  piece of paper and keep it secret. Predator manoeuvres are geared toward
  slowing down or catching the prey.
  BOX IN (FINISHING)
  It takes skill to trap an opponent with minimal damage. 
  Lead: 
  5 lengths or less.
  Success: The predator wins the chase, forcing the prey into a corner
  from which there is nowhere to run.
  CROWD (FINISHING)
  Crowding is getting right up into the prey’s backside and forcing it
  into a collision with the environment.
  Lead: 
  2 lengths or less.
  Success: The predator wins the chase by forcing the prey into an
  obstacle. If the predator’s Drive check exceeds the prey’s by at
  least five, the prey collides with an obstacle of the GM’s choice.
  The prey is treated as though it failed a crash check (see Step
  6). If the predator’s Drive check exceeded the prey’s by less
  than five, then the prey may still make a crash check to avoid
  a damaging collision, though the chase is still over as the
  vehicle is forced to stop to avoid the collision. The predator,
  regardless, stops safely.
  CUT OFF (FINISHING)
  Without warning, the predator speeds up and pulls out in front of
  the prey, cutting him or her off. The predator’s mecha becomes a barrier
  to stop the prey from escaping. 
  Lead: 
  0 lengths.
  Speed:
  Chase speed is reduced by 25 mph this round.
  Success: The predator wins the chase. If the prey fails its Drive check, it
  collides with the predator; no crash check is required. Damage
  is applied to both mecha, as per the Step 6 directions.
  GUN IT
  Gun It is the basic predator manoeuvre, in which the predator
  attempts to catch up with the prey in a straightforward manner.
  Lead: 
  Any distance.
  Speed:
  Increase the chase speed by 10 mph this round.
  Success: The lead is reduced by a number of lengths equal to the
  difference between Drive checks.
  APPENDIX:
  OPTIONAL RULES
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  LURE
  In many ways, the prey controls the direction of the chase, and can
  lead the predator into all kinds of foolish situations.
  Lead: 
  Any distance.
  Success: The lead is increased by one and the predator is required to
  make a crash check with a DC determined by the chase setting
  and increased by the difference between the Drive checks. The
  prey is also required to make a crash check this round (base DC
  of the chase setting).
  Special: By beating the predator’s Drive check by five or more, the prey
  may choose to reduce both the predator and prey’s crash check
  DCs by five to shift the terrain by one step at the end of the
  round (open or tight becomes close and vice versa).
  Furthermore, if the prey beats the predator’s Drive check by 10
  or more using this manoeuvre, he or she may reverse the
  vehicles’ positions, becoming the predator until the end of the
  current round. The prey may attack the predator with forward-
  firing weapons during Step 5.
  PULL AHEAD
  This is the basic prey manoeuvre, attempting to get as far ahead of
  the pursuit as possible.
  Lead: 
  Any distance.
  Speed:
  Increase the chase speed by 10 mph.
  Success: The prey’s lead is increased by a number of lengths equal to the
  difference between the Drive checks.
  SET UP (MECHA ONLY)
  Instead of running, the prey leads the predator on a merry chase,
  usually while exchanging fire.
  Lead: 
  10 lengths or less.
  Success: The lead is increased by one and the driver and all passengers
  in the prey mecha gain half the difference between the Drive
  checks (round down) as a bonus to all their attack rolls
  targeting the predator.
  PREY MANOEUVRES
  Each round the prey should write his or her manoeuvre down on a
  piece of paper and keep it secret. All prey manoeuvres are geared towards
  escaping the predator.
  BARNSTORM (FINISHING)
  “Barnstorming”  is usually associated with planes, but any vehicle
  may attempt it. A car can storm a shopping mall, or a boat can storm the
  wreckage of an oil tanker.
  Lead: 
  25 lengths or more.
  Success: The prey wins the chase, barrelling through a cluttered area,
  throwing the predator if its trail in the chaos. The prey’s vehicle
  is dealt 3d6 damage. Both predator and prey must make crash
  checks during Step 6.
  BOOTLEGGER STUNT
  The prey brakes and turns hard to one side, suddenly changing
  direction. This can suddenly increase the prey’s lead.
  Lead: 
  10 lengths or less.
  Speed:
  The chase speed is reduced by 15 mph.
  Success: The lead is increased by twice the difference between Drive
  checks, in lengths. The prey must make a crash check.
  HAIRPIN TURN (FINISHING)
  Hairpin Turn forces the predator down an erratic path as both
  mecha speed around tight bends and whip around blind curves until one
  falls out of the race. Hairpin turns tend to be longer and far sharper than
  those taken with Zig-Zag, resulting in a much greater chance of crashing.
  Lead: 
  20 lengths or more.
  Speed:
  The chase speed is reduced by 25 mph.
  Success: The prey wins the chase, taking a turn the predator cannot
  manage. Both the predator and prey must make crash checks
  during Step 6.
  APPENDIX:
  OPTIONAL RULES
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  STEP THREE: RESOLUTION
  The effects of the winner’s manoeuvre are applied to the chase.
  Remember that the lead cannot, at any time, be less than zero or over 30
  lengths. If the winner chose a finishing manoeuvre, then the chase ends
  after the remainder of this round’s steps are completed. If not, the chase
  will continue with a new round following Step 6, unless the chase ends
  because of obstacles, crash checks, or combat.
  STEP FOUR: OBSTACLES
  The GM may wish to throw in some obstacles to add to the action.
  These can range from an overturned petrol tanker and sections of heavy
  road construction (ground chases) to overhead power cables or a firework
  display (air chases) to a low bridge or coral reef (water chases) to a locked
  door or concealed rabbit-hole (foot chases). An obstacle typically requires
  either a Reflex save or Drive check against the obstacle’s DC. If the check
  fails, the mecha operator must make a crash check during Step 6.
  The prey makes his or her save or Drive check before the predator
  does. The base DC for avoiding an obstacle is determined by the terrain,
  but the GM may alter the DC by up to +/-2, depending on the size and
  complexity of the challenge.
  Obstacles are intended as spice, not the focus of chases, and can be
  ignored completely by the GM. If the predator and prey get stuck in a rut,
  the GM should use obstacles to shake things up. If the mecha are keeping
  things dynamic, the GM should reserve obstacles for a more effective time.
  The frequency that obstacles crop up is based on the local terrain.
  STEP FIVE: OTHER ACTIONS
  Whether the chase has ended due to a finishing manoeuvre or not,
  all passengers are allowed one full action or a standard action and a move
  action. Any mecha operator may take one standard action or move action
  at the cost of a -4 penalty to his or her next Drive check. In most ways,
  combat during a chase follows the basic combat rules presented in
  Chapter 12, with a few significant differences.
  ACTIONS DURING CHASES
  During chases, creatures act in Initiative order as usual, but many
  actions are restricted or illogical.
  Initiative: Initiative works normally during chases.
  Attack: A passenger in a moving mecha has a -4 penalty to his or
  her attack rolls. The operator of a mecha has a -8 penalty to his or her
  attack rolls. Furthermore, the operator and all passengers take an
  additional -2 penalty for every full 50 mph their mecha is travelling.
  Melee attacks can only be made if the prey’s lead is 0 and/or or the
  attacker is in or on the same vehicle as his or her target.
  Movement: Movement actions may be taken, but a Balance check
  is needed in most cases. A Jump check is required to leap between two
  moving mecha. Finally, if a character falls from a moving vehicle, he or
  she suffers 1d6 damage per 10 mph of the vehicle’s movement, but may
  make a Jump or Tumble check (DC 20, +2 for every full 25 mph the
  vehicle was travelling when the crash occurred) to halve the damage and
  convert it to stun damage.
  Other: Other actions may or may not be possible, at the GM’s
  discretion. In general, only Skills and Feats that don’t require movement
  remain unaffected.
  STUNT (FINISHING)
  Stunts are incredible feats of skill, such as leaping a car across a
  rising toll bridge or ducking a giant robot between the blades of a huge
  turbine. This sort of manoeuvre is usually just short of suicidal, and only
  the most talented, foolhardy, or desperate try such a “perfect” escape.
  Lead: 
  20 lengths or more.
  Success: The prey wins the chase, performing a stunt the predator just
  can’t manage. If the prey’s Drive check exceeds the predators by
  at least five, the predator must make a crash check in Step 6.
  VANISH (FINISHING)
  In a display of driving virtuosity and pure velocity, the prey leaves
  all pursuit behind, choking on dust.
  Lead: 
  30 lengths.
  Speed:
  Increase the chase speed by 20 mph.
  Success: The prey wins the chase.
  ZIG-ZAG
  Zig-Zag involves purposefully clipping neighbouring obstacles,
  terrain and even other mecha in an attempt to direct them into the
  predator’s path, slowing him or her down. Unfortunately, this increases
  the chance that one of the prey’s “clips” may become a collision.
  Lead: 
  Any distance.
  Success: The lead is increased by a number of lengths equal to twice the
  difference between the Drive checks. The prey must make a
  crash check during Step 6.
  STEP 2: DRIVE CHECKS
  The mecha operators reveal their manoeuvres. Determine any
  changes to the chase speed this round as a result of manoeuvres. Each
  mecha operator makes an opposed Drive check (or other appropriate Skill
  check such as Ride or Swim; an opposed Dexterity check can be made if
  on foot), applying the following additional modifiers:
  • The mecha’s Manoeuvre rating.
  • Any speed bonuses gained from the terrain.
  • Modifiers from Table A-1: Chase Manoeuvres.
  • Modifiers from appropriate Feats.
  • Modifiers due to one or other mecha being in a damaged Condition
  (see Step 6).
  If one mecha operator succeeds, the effects of his or her
  manoeuvre are applied during Step 3. If neither mecha succeeds or the
  opposed roll results in a tie, the effects of neither manoeuvre are applied,
  and the chase continues without any effect from the manoeuvre other
  than speed changes. If both mecha operators succeed, the effects of the
  manoeuvre taken by the operator with the highest check result are
  applied during Step 3.
  CHASE MANOEUVRE MODIFIERS
  Find the predator manoeuvre across the top of Table A-1 and the
  prey manoeuvre along the side. Cross reference to find the modifier for
  each mecha this round. The number before the slash is applied to the
  predator’s Drive check, while the number after the slash is applied to the
  prey’s Drive check.
  APPENDIX:
  OPTIONAL RULES
  TABLE A-1: CHASE MANOEUVRE MODIFIERS
  Box In
  Crowd
  Cut Off
  Gun It
  Herd
  Jockey
  Ram
  Redline
  Shortcut
  Hairpin Turn
  -
  -
  -
  +0/-4
  -
  -
  -
  -2/+0
  +0/-4
  Lure
  +0/-4
  -4/+0
  +0/-4
  -2/+0
  -2/+0
  -
  +0/-2
  +0/-2
  +0/-6
  Pull Ahead
  -6/+0
  +0/-4
  -2/+0
  -
  -6/+0
  -2/+0
  -2/+0
  +0/-4
  +0/-4
  Set Up
  -2/+0
  -4/+0
  +0/-4
  +0/-4
  +0/-2
  -2/+0
  +0/-4
  -
  -4/+0
  Stunt
  -
  -
  -
  -2/+0
  -
  -
  -
  -4/+0
  +0/-2
  Vanish
  -
  -
  -
  +0/-4
  -
  -
  -
  +0/-6
  -4/+0
  Zig-Zag
  -2/+0
  +0/-6
  -2/+0
  -6/+0
  +0/-6
  +0/-2
  -4/+0
  -2/+0
  -
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  figures by 5. For faster-moving mecha chases, up to and including
  spacecraft, increase all mph figures by a factor of 2 or more. The
  suggested amounts are x2 for chases taking place at around 200-400
  mph, x5 for chases taking place at between 400 and 1,000 mph, and x10
  for chases taking place at over 1,000 mph. 
  Dramatic space flight should convert mph figures to percentage of
  light speed for chases, so a manoeuvre that would usually increase speed
  by 10 mph increases it by 10% of the speed of light (or 0.1 C) instead.
  Realistic or solar sail space flight games rarely use the chase rules, since the
  acceleration of the vehicles will likely be far too low in comparison to the
  distances between predator and prey — whichever vehicle starts to
  accelerate before the other will almost always win any “chase.” FTL games
  may convert the chase rules as appropriate to the typical speeds available.
  DAMAGE SAVES
  For some campaigns, you may wish to get rid of Hit Points entirely,
  replacing them with the Damage Save mechanic. This tends to make
  players more cautious about combat, since they know that one attack
  might be enough to take them out of the fight, even at high Levels. 
  Adding a Damage Save to your BESM d20 games does require a
  little conversion of some Attributes and other game statistics, but almost
  all Attributes remain viable, one way or another. 
  DAMAGE BONUS
  When your character hits with an attack, he or she potentially deals
  damage. Each attack has a Damage Bonus. 
  For melee attacks, the Damage Bonus is equal to the character’s
  Strength bonus. Ranged attacks use the attacker’s Strength bonus if the
  weapon is Muscle-Powered; non-Muscle-Powered ranged attacks do not
  usually have a Damage Bonus, but some heavier weapons do, according
  to Table A-3. 
  Convert Special Attack damage as follows: the first 1d8 damage
  confers no Damage Bonus (in effect, it merely allows the attack to
  potentially deal damage at all); each additional +1d8 damage beyond
  the first is converted to a +4 Damage Bonus instead. 
  Any applicable modifier from Massive Damage is also applied as a
  Damage Bonus.
  Certain attacks do stun damage only, as usual. The most common
  stun attack is the unarmed attack most characters will have, but some
  special attacks are also stun damage only.
  DAMAGE SAVES
  A target hit with a damaging attack must make a Damage Saving
  Throw (or Damage Save). A character’s Damage Save bonus is calculated
  as follows:
  Damage Save Bonus = Constitution Bonus + Armour Value +
  Damn Healthy! Ranks
  The DC of a Damage Save is equal to (15 + attack’s Damage
  Bonus).
  The target rolls his or her Damage Save against the Damage Save
  DC. The result of the Damage Save determines what sort of damage the
  target takes. If the Damage Save succeeds, the target suffers no damage.
  If it fails, the target suffers a hit. If it fails by more than 5, the target is
  also stunned. If it fails by more than 10, the target is unconscious (for a
  stun attack) or disabled (for a lethal attack). 
  STEP SIX: DAMAGE AND CRASHES
  The last step in every chase round is to apply damage (if any) to
  each mecha, and see if they have collided with the environment (or each
  other).
  CONDITION SUMMARIES
  There are four possible conditions that participants in a chase can
  be in.
  Mecha Okay: The mecha is only lightly damaged, still having over
  half of its original Hit Points. There are no modifiers to the Drive check
  (or other appropriate Skill check such as Ride or Swim; a Dexterity check
  can be made if on foot).
  Mecha Crippled: A mecha which has been reduced to less than half
  of its original Hit Points is crippled. Its Manoeuvre (or Dexterity
  modifier) is reduced by 5. The character must make an immediate crash
  check, with the DC increased by +5.
  Mecha Disabled: A mecha or creature that has been reduced to
  zero Hit Points either stalls and comes to a halt, or topples over (if a
  walking rather than wheeled mecha). The driver must make an
  immediate crash check, with the DC increased by +10.
  Mecha Destroyed: A mecha which has been reduced to a negative
  number equal to its maximum Hit Points has been completely destroyed.
  It rolls, skids, plummets, or stumbles to a halt, then falls to pieces,
  completely useless for any purpose (although it may now count as one or
  more Obstacles at the GM’s discretion). Occupants of the mecha when it
  is destroyed are damaged as though they had jumped out of the vehicle (see
  page 122) at the speed it was moving before it crashed; a successful Jump
  or Tumble check in this case means they jump free. Bear in mind that a
  Volatile mecha (see page 176) will explode shortly after being destroyed.
  CRASH CHECKS
  Crash checks should be made in three instances:
  • when the mecha operator fails a Drive check to avoid an obstacle.
  • when a successful manoeuvre calls for one.
  • when the mecha is dealt 30 or more damage in one attack, after taking
  into account its armour.
  A crash check is a Drive check (or other appropriate Skill check
  such as Ride or Swim), but a mecha operator makes only one such check
  each round. The base DC for a crash check is based on the terrain for the
  chase. If a mecha operator is required to make multiple crash checks in a
  round, he or she instead makes a single check, adding 5 to the DC for
  each additional crash check called for during the round.
  Whenever a mecha operator fails a crash check, his or her mecha
  collides with the environment (or the other mecha, if the successful
  manoeuvre calls for it). Damage to each vehicle (and occupant) equals
  1d6 for every 10 mph of vehicle speed, +1 point for every point by which
  the mecha operator failed his or her crash check (crashes at high speeds
  are often instantly fatal). 
  Each occupant of the mecha can make a Jump or Tumble check
  (DC equal to the DC of the failed crash check) to jump free of the mecha,
  reducing the damage by half and converting it to stun damage. 
  CONVERSIONS FOR HIGHER OR LOWER SPEEDS
  The chase rules reflect a typical mecha or modern vehicle game,
  where chases typically occur at around 80 to 120 mph. For a chase
  involving solely characters on foot, who do not have the Speed Attribute,
  when a manoeuvre calls for speed to change, divide all mile-per-hour
  APPENDIX:
  OPTIONAL RULES
  TABLE A-2: CRASH CHECKS
  Circumstance
  DC
  Open Terrain
  10
  Close Terrain
  15
  Tight Terrain
  20
  Every full 25 mph of speed
  +2
  Each check required in a round beyond the first
  +5
  TABLE A-3: HEAVY WEAPON DAMAGE BONUSES
  +4 Damage Bonus
  Heavy Assault Rifle, Sniper Rifle, Shotgun, Heavy
  Shotgun, Heavy Mini-Gun, or Machine Gun
  +8 Damage Bonus
  Concussion Grenade, Tear Gas Grenade
  +12 Damage Bonus
  66mm LAW
  +20 Damage Bonus
  Ordnance (Any)
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  146
  Unconscious: An unconscious character suffers 1 hit and is knocked
  out and helpless. Further stun attacks against the character are treated as
  lethal attacks. 
  Disabled: A disabled character is conscious and able to act, but
  terribly injured. He or she may take only a standard or a move action
  each round. If that action involves any strenuous activity (including
  running, combat, or the use of special Attributes such as magic), his or
  her condition changes to Dying after the action is complete.
  Dying: The character is unconscious and near death. The player
  must make a Fortitude save with a DC of 10. If the save fails, the
  character dies. If the save succeeds, the character remains unconscious
  and dying. A dying character must make a Fortitude save every hour (DC
  10 +1 per hour of unconsciousness). A failed save means the character
  dies. A successful save keeps the character alive, unconscious, and dying
  for another hour. If the save succeeds by 10 or more, or the roll is a
  natural 20, the character stabilises and becomes unconscious and
  disabled. A character with the Medical Skill may attempt to stabilise a
  dying character with a DC 15 Skill check.
  RECOVERY
  A character can potentially recover from any injury, given sufficient
  time and/or medical attention. All recovery rates are doubled if the
  injured party is cared for by a character with Medical Skill.
  Hits: Stun hits recover at a rate of (1 + Ranks of Damn Healthy!)
  for every hour that passes, even if the character is performing other
  activity at the time. Lethal hits recover at (1 + Ranks of Damn Healthy!)
  for every full 24 hours spent doing nothing but resting. A character who
  is Disabled or Dying does not recover from stun or lethal hits until he or
  she is no longer Disabled or Dying.
  Unconsciousness: After one minute (ten rounds) of
  unconsciousness, a character may make a Constitution check (DC 10) to
  rouse him or herself. If the save fails, he or she may make another
  Constitution check to regain consciousness each minute, with a
  cumulative +1 bonus per attempt.
  Disabled: Disabled characters take some time to recover. After one
  day, the character may make a Constitution check (DC 20) to change his
  or her condition to Injured. If failed, each additional day that passes
  allows the character to make another Constitution check to change his or
  her condition to Injured, with a cumulative +1 bonus per attempt.
  FATE POINTS
  For certain types of campaign, the GM may allow characters to
  have Fate Points. These are best suited to highly heroic, almost super-
  heroic games, where all the characters are larger than life and capable of
  occasionally achieving truly incredible things, even above and beyond
  their “usual” magical or extraordinary powers.
  Fate Points are a narrative device enabling the players to have a
  minor input on the game, other than describing their own actions and
  throwing the dice. With Fate Points, you, the player, can alter the game
  world in some minor way so as to benefit your character. 
  In some respects, Fate Points cover similar ground to the Divine
  Relationship Attribute, though there are several major differences. The
  GM may wish to disallow Divine Relationship in a game which also uses
  Fate Points, or restrict Divine Relationship to a maximum number of
  ranks. This is not essential, but some GMs may prefer it.
  At character creation, you have 3 Fate Points (FPs). 
  These Fate Points are extremely precious, since they can save your
  character’s life. This is done by causing him or her to be “left for dead”
  rather than killed outright.
  They have four other uses as well — but saving the character’s life
  is definitely the most crucial one, so it is recommended that you always
  keep one or two FPs reserved for that purpose. Of course, the angle might
  be perfect for a Mighty Blow (see below) instead, even if that leaves you
  desperately short of FPs. 
  IMPOSSIBLE DAMAGE SAVES
  When a character could not possibly succeed at a Damage Save,
  even by rolling a 20, the Damage Save is still made to determine the
  severity of the damage. A natural roll of 20 on the Damage Save,
  however, means the character only takes a hit (Bruised or Injured),
  regardless of the DC.
  PULLING YOUR PUNCH
  An attacker can select a maximum effect for a particular attack
  before the Damage Save is made. Even if the save result indicates a more
  severe effect, only the maximum effect selected by the attacker is applied.
  An attacker using a Special Attack with the Maximum Force defect
  linked to it may not select a maximum effect.
  DAMAGING MOOKS
  Any character who is much weaker than the attacker (at least five
  Levels lower than the attacker’s Level) is a mook and does not suffer a hit,
  stun, or disabled result. Any time a mook fails a Damage Save, he or she
  is automatically Unconscious (for a stun attack) or dead (for a lethal
  attack), unless the attacker used the Pulling Your Punch rule (above).
  Furthermore, mooks do not benefit from the Impossible Damage
  Saves rule, above.
  CRITICAL HITS
  Any critical hit does not double damage as usual but instead grants
  a +5 Damage Bonus.
  SNEAK ATTACKS
  Sneak Attacks are still used with Damage Saves, but instead of
  increasing the damage dealt, a Sneak Attack increases the DC of the
  Damage Save by +3 for every Sneak Attack Feat the attacker has.
  DAMAGE AND INJURY
  Combat usually results in some damage or injury to one or both
  parties. A character who fails a Damage Save has been injured.
  DAMAGE CONDITIONS
  One or more of the following Damage Conditions can apply to a
  damaged character.
  Bruised (Stun Hit): A stun hit means the character has been
  damaged and bruised. Every stun hit a character has imposes a
  cumulative -1 modifier on the character’s Damage Saves against further
  stun damage. So the more stun hits your character has, the more difficult
  it becomes to resist stun damage and the more likely the character is to
  be seriously affected by it (stunned or knocked out). Stun hits do not
  affect Damage Saves against lethal damage.
  Injured (Lethal Hit): A lethal hit means the character has suffered
  some minor injury. Every lethal hit imposes a cumulative -1 modifier to
  the characters Damage Saves against all forms of damage — both stun
  and lethal — since it represents a more serious weakening of the
  character’s resistance. This penalty is cumulative with the penalty for
  stun hits with regard to stun damage. Thus a character with 3 stun hits
  and 4 lethal hits has a -7 penalty to Damage Saves against stun damage
  and a -4 penalty to Damage Saves against lethal damage.
  Stunned: A stunned result on the Damage Save causes the target
  to take 1 hit and become stunned for one round. The character cannot
  take any actions (including free actions), loses any bonus to Armour Class
  from Dexterity or Defence Combat Mastery, and may not make Defence
  Rolls. Attackers gain a +2 bonus to hit stunned characters.
  APPENDIX:
  OPTIONAL RULES
  TABLE A-4: DAMAGE SAVE RESULTS
  Saving Throw...
  Stun Attack
  Lethal Attack
  Succeeds
  No Effect
  No Effect
  Fails
  Bruised (Hit)
  Injured (Hit)
  Fails by more than 5
  Stunned
  Stunned
  Fails by more than 10
  Unconscious
  Disabled
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  147
  One good use of Destiny is when the players are at a dead end in
  an adventure — perhaps they have missed some crucial clue, or failed to
  puzzle out where to go next. A single FP in this case is usually enough
  for the GM to offer some kind of in-game hint. Preferably, this will not
  be so blatant as to have a friendly non-player character tell them the
  answer outright. Other methods of giving out background information
  should be used, perhaps taking a hint from comics or movies. For
  example, a dream or vision could reveal the past history of creatures and
  places crucial to the plot; or an ancient scroll could be uncovered that,
  with a Decipher Script check and a bit of logic, could provide a hint as
  to where to look next. 
  The GM will be more likely to accept proposed uses of Destiny
  which could plausibly relate to a character’s own future destiny, as
  reflected by his or her declared goals. 
  FATE POINTS AND DAMAGE SAVES
  Fate Points can make a useful addition to games that use Damage
  Saves. If the GM agrees, 1 FP can be used to reduce the severity of a
  Damage Save result by one level: for example, a Disabled result would
  become Stunned. This can provide something of a middle ground
  between Damage Save and Hit Point systems, in that the characters are
  no longer in danger of being felled by a single blow, at least until they
  run out of Fate Points.
  In a Damage Saves game, a Mighty Blow does not deal maximum
  possible damage but simply adds a +5 Damage Bonus.
  GAINING MORE FATE POINTS
  When you spend a Fate Point, it is gone forever. It does not recover
  with time, and nor do you automatically gain new FPs as you become
  higher Level. 
  Each time your character accomplishes a major goal, either
  personally or as part of an adventuring party, he or she gains from 1 to 2
  FPs, always at the discretion of the GM. Usually this will occur only at
  the successful conclusion of an adventure. An entirely unsuccessful
  adventure will tend to mean you do not gain any FPs as a result. 
  There is no relation between Fate Points and Character Points. You
  may not spend the FPs to gain extra CPs, or vice versa. 
  SCHOOL CAMPAIGNS
  A classic anime concept is that all the lead characters are
  schoolchildren. Something similar can be done with a more traditional
  fantasy campaign — perhaps all the characters are farm kids, or orphans
  taken in by a temple, or brothers and sisters out together to seek their
  fortunes. In an all-children campaign, it is suggested that the following
  rules be used to allow characters to be the type of children or high-school
  students who, though vulnerable in some respects, are still capable of
  taking on and defeating dangerous and fantastic opponents. Note that
  these rules are likely to unbalance a game that includes both children and
  adult characters, and so should not be used in such a case.
  Child characters are generated exactly as for adults, except as
  follows:
  • Subtract 2 from the character’s Strength.
  • Children are always one Size Category smaller than the standard for
  their race. In a school campaign, however, there are no ability
  modifiers for being smaller than usual, and so there is no CP bonus for
  the character’s small size. The bonuses to attacks and Armour Class
  apply as usual.
  • Character classes are limited to Magical Girl, Pet Monster Trainer,
  Sentai Member, Shapechanger, and Student, unless the Games Master
  grants special permission for another character class to be selected.
  • All children gain an Origin bonus chosen from the following list, just
  to give them a little extra help in the harsh world of adults. 
  USING FATE POINTS
  There are five standard uses for Fate Points: Left For Dead, Mighty
  Blow, Pushing It, Raw Power, and Destiny. Your GM may allow other
  uses — check with him or her before play. As with all other aspects of the
  game, the GM is always the final arbiter of whether or not a particular
  use of FPs is permitted, although the Left For Dead use should almost
  always be allowed if the character has an FP to spend on it.
  LEFT FOR DEAD
  When a character is reduced to the negative total of his or her Hit
  Points, by any means, he or she may spend 1 FP to avoid being killed
  outright. The character is instead “left for dead.”
  A character who is left for dead appears dead to a casual
  examination, though he or she still has a chance of recovering,
  particularly if quickly attended by a character with the Medical Skill or
  any kind of healing spell or potion. If at least 1 point of damage is healed
  within one hour of being left for dead, he or she is considered to be stable
  and at -1 Hit Points. If the character is not healed, he or she must make
  a Fortitude save (DC 20) after one hour. If successful, he or she stabilises
  and is at -1 Hit Points. If the save fails, he or she is finally and irrevocably
  dead — whether or not the character has any FPs left. 
  MIGHTY BLOW
  Rather than rolling the damage dice on any successful hit or
  damaging attack, you can elect to declare a Mighty Blow, at the cost of 1
  FP. A Mighty Blow always deals the maximum possible damage. This
  includes any bonus damage, such as that rolled for sneak attacks. Any melee
  weapon acquired through purchases or gaming always shatters irreparably
  when used to deliver a Mighty Blow. A melee weapon gained through ranks
  in Personal Gear has a 50% chance of snapping in two, but if it does, it will
  usually be possible to use the broken blade as an improvised weapon — it
  will not be completely destroyed. A melee weapon which is an Item of
  Power will never break, even on a Mighty Blow.
  PUSHING IT
  At a cost of 1 Fate Point, you may double your ranks in any one
  Attribute, for a duration of one round only. The Attribute chosen must
  be one which could reasonably be increased through sheer effort of will
  and determination. Almost all Attributes are fine for this, but those that
  rely on external objects, such as Own A Big Mecha, Item of Power, or
  most types of Armour, will usually be vetoed by the GM.
  RAW POWER
  Sometimes you just need power. By spending 1 Fate Point, you can
  regain 1d6 Energy Points, plus one Energy Point per character Level. 
  DESTINY
  You can at any time spend one or more Fate Points, with the
  agreement of the GM, to alter the world in some minor way. Essentially,
  this allows you the player to have some input into the story, over and above
  the actions of your character. This change must be one that is plausible,
  minor, and not overwhelmingly beneficial to the player characters. It may
  assist them to accomplish their goals, but they must still achieve those
  goals by their own efforts, not simply by spending Fate Points!   
  For example, a character captured and imprisoned by an arch-
  enemy might spend a Fate Point to have a chance at escape — a comrade
  or sympathiser smuggling in a dagger, or a drunken guard falling asleep
  nearby, or the discovery of a loose chunk of granite with which to smash
  open chains. It does not allow for escape to be handed to him or her on a
  plate by a sorcerer magically putting all the guards to sleep and bursting
  the door open. 
  Another option for this use of a fate point is to alter your own
  character in some minor way, by revealing a new facet to his or her past.
  This might include knowing a language that he or she did not know
  before, which is useful in his current situation — or having a contact in
  the area based on previous dealings in the region. 
  APPENDIX:
  OPTIONAL RULES
  Alexzander Knight's
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  148
  Leg:
  -1 Damage (minimum 1 point). The target must make a
  Fortitude save (DC 5 + half damage dealt) or fall prone.
  Arm:
  -1 Damage (minimum 1 point). The target must make a
  Fortitude save (DC 5 + half damage dealt) or drop whatever he
  or she is holding in that hand. An item specifically listed as
  being strapped to the arm or wrist (such as many shields) will
  not be dropped.
  Torso: 
  Resolve the attack as normal.
  Head:
  The target must make a Fortitude save (DC 5 + half damage
  dealt) or be Incapacitated for one round. After one round, he or
  she may act normally again.
  An attacker may choose to make a Called Shot (see page 116)
  against a specific hit location. This is made at a -4 penalty for a Called
  Shot against the torso, -6 penalty for a Called Shot against any limb, or 
  -8 penalty for a Called Shot against the head.
  NARRATIVE BATTLES
  For battles in which the characters are involved merely as part of a
  unit or even as an independent group thrust accidentally into the midst
  of combat, the Big Combats, Small Counters system (page 153) is
  probably inappropriate. It is preferable to simply calculate the likely
  outcome of the battle and determine what occurs to the characters
  caught up within it, rather than worry about the fate of individual
  counters and units.
  As for any other adventure, the GM will need to create certain
  statistics in advance of running a narrative battle. Typical members and
  leaders for each troop type of the opposing army must be fully detailed,
  as must both sides’ generals. Furthermore, the Army Strength (AS) and
  Army Quality (AQ) of each side must be calculated. AS and AQ will alter
  (usually by being reduced) as the battle rages, but these changes are easy
  to keep track of.
  The narrative battle system is intended for use predominantly in
  campaigns where hand-to-hand combat is more decisive than ranged
  combat. This can include the typical fantasy setting, where the longbow
  may cause many casualties but where the final result of the fight is almost
  always blade against blade; but it can also include many other anime
  campaign types, including futuristic settings that postulate super-
  powerful high-tech melee weapons, effective countermeasures against
  ranged weapons, or both.
  The philosophy behind narrative battles is that there is no real
  need to know that Unit A just charged Unit X in the right wing of
  the battle if the characters are all in the left wing. What matters is the
  way the battle is going overall, and what the characters encounter
  directly opposing them on the enemy side. Simplifying the game
  mechanics of the battle in this way allows the GM to concentrate on
  description and action. 
  ARMY STRENGTH
  Add up the simple numerical strength of each army. Cavalry and
  piloted mecha count double, so an army composed of 1200 infantry (AS
  1200) and 400 cavalry (AS 800) has an Army Strength of 2,000.
  ARMY QUALITY
  Take the average Level or Hit Dice of the troops making up the
  army, multiply by 2, and round the result up or down to the nearest
  whole number. This is the Army Quality. When two armies meet in
  battle, each adds its AQ as a bonus to all Battle Checks.
  Any mecha who make up part of the army are added to their pilot’s
  Hit Dice or Level as follows: +1 per rank of Own A Big Mecha. Thus an
  elite unit of mecha, with 5th Level Mecha Pilots each with Own A Big
  Mecha Rank 2, count as 7th Level characters for purposes of determining
  Army Quality.
  FARM KID
  You grew up on a farm, and have all the benefits of an upbringing
  dedicated to hard work in the great outdoors. Years of eating good farm
  cooking and rescuing lost sheep from crevasses by main force have given
  you steely thews and rosy cheeks.
  Bonus: Damn Healthy! Rank 1.
  MYSTERY KID
  You are orphaned or adopted, but with no idea of your true heritage
  other than hints that you are marked out for some kind of special destiny
  later in life. Perhaps you are the product of a weird alien experiment and
  your true parents will some day return to claim you, or you may be the
  last surviving full-blooded descendant of an ancient demon-slaying
  lineage. Your destiny affords you a certain degree of protection from the
  bumps and setbacks of everyday life.
  Bonus: Divine Relationship Rank 2.
  POPULAR KID
  Even in pre-school, you were the bossy one: maybe it was funny at
  the time, but you had just enough natural charm to pull it off. These days
  the other kids are at your beck and call, except for those whom you
  choose to exclude from your elevated social circle. You wield your
  popularity like a sword. You can easily make your friends feel almost as
  cool as you, or your enemies feel like the pariahs they so clearly are.
  Bonus: Flunkies (Non-combatant) Rank 2.
  RICH KID
  Although you personally may not have a great deal of cash, your
  parents sure do. Over the years they have given you whatever you asked
  for — whether a shiny new leather jacket and bass guitar, a high-tech
  computer, or top-of-the-line sports equipment.
  Bonus: Personal Gear Rank 1.
  STREET KID
  Your family never had a lot of money or status, and you learned the
  harsh lessons of the city streets. Perhaps the most valuable lesson was that
  the best form of defence is attack, a theory you have taken to heart in
  your day-to-day life.
  Bonus: Brawl Feat.
  HIT LOCATIONS
  For those who want an extra bit of flavour or realism to their game,
  the following system allows for attacks to hit a particular part of the body.
  Since none of the standard weapons in BESM d20 use a d12 for damage,
  a d12 is used for determining hit location, allowing it to be rolled
  simultaneously with the attack and damage rolls to save time if desired.
  Depending on the part of the body hit, there may be additional
  effects.
  APPENDIX:
  OPTIONAL RULES
  TABLE A-5: HIT LOCATIONS
  1d12 Roll
  Location Struck
  1-2
  Left Leg
  3-4
  Right Leg
  5-6
  Left Arm
  7-8
  Right Arm
  9-11
  Torso
  12
  Head
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  Note: This system is intended predominantly to run battles with
  around Army Strengths of 1,000 to 10,000, but it can be easily adapted
  for more major or minor combats. The GM should modify the Battle
  Check Results for larger or smaller battle as follows. For battles with
  fewer than 1,000 participants, divide all the Army Strength losses by 10.
  For battles with between 10,000 and 100,000 participants, multiply all
  Army Strength losses by 10. For battles with over 100,000 participants,
  multiply all Army Strength losses by 100. Losses to Army Quality are
  always unaffected by the size of the battle. If desired, the GM may
  increase or decrease the time period for each turn, from its base of 30
  minutes to as much as one hour or as little as 10 minutes, since small-
  scale battles are likely to be over more quickly.
  An army whose AQ is reduced to 0 or below flees the battlefield
  immediately as best it can. It can be seen that in most cases a losing army
  will flee long before it sustains very heavy casualties, unless it starts out
  as an elite army or is very unlucky very quickly. An army defeated in this
  way cannot usually be quickly re-formed, however — a king or general
  will need to recruit it again from scratch, since most of the troops will
  have fled for home or run to the hills.
  A high-quality army can often defeat a far larger army of lower
  quality, simply by determinedly “soldiering on” when their opponents are
  ready to break and flee. Even the best troops will lose courage and flee
  eventually if the battle is going disastrously for them, however, and even
  before they flee they will be far more fatigued and downhearted than the
  winners.
  ENCOUNTERS AND ACTIONS
  DURING NARRATIVE BATTLES
  Assuming that characters are attached to a unit on the battlefield,
  they roll on the Encounter Table once during every half-hour of battle.
  The result gives the number and type of foes they must face, and the
  duration of that particular combat within the battle. A combat may end
  earlier, if the characters are able to defeat or rout their foes. 
  Just as no battle has every unit in constant conflict, so the
  characters’ unit will not always fight during every half-hour period —
  there will be times when they are kept in reserve, or are able to withdraw
  and get healed up, as well as times when they spend a full half-hour
  manoeuvring into position. Note that battles are dangerous situations
  even when one is not in the thick of it; it is likely that there will be minor
  skirmishes, injured enemies to slay, and periods of relatively ineffective,
  long-range missile fire during the battle. The GM is at liberty to throw
  in such additional, minor “encounters” at will for the purpose of
  enhancing the atmosphere of the game. 
  USING THE ENCOUNTER TABLE
  Table A-9: Encounter Table is used as follows. Roll 1d20, and add
  the difference between the two generals’ Battle Checks (if the characters’
  general won the check this round), or subtract the difference (if the
  opposing general won the check this round); also subtract the characters’
  average class Level, rounded down. 
  Mounts also add one-half their Hit Dice to their rider’s Levels for
  purposes of determining Army Quality, but only if the mounts are heavy
  war-horses or other creatures specifically bred and trained for battle. A
  group of cavalry mounted on ordinary light horses does not add one-half
  the HD of its mounts for purposes of determining AQ, but still counts
  double for Army Strength.
  Example: An army is comprised of 2,000 1st Level Samurai as infantry
  (AS 2,000), 500 2nd Level Samurai as cavalry mounted on 4 HD war-horses
  (AS 1,000), 1,000 nomad raiders treated as 1st Level Adventurers on light
  horses (AS 2,000), and 100 5th Level Mecha Pilots with Own A Big Mecha
  Rank 2 (AS 200).
  The army would have an Army Strength of 5200.
  It would have 2,000 + [1,000 + 1,000 for battle-capable mounts] +
  [1,000 + zero for non-battle-capable mounts] + [500 + 200 for rank 2
  OBM] = 5700 total Hit Dice; 5700/ 3600 troops = 1.58 average Hit Dice;
  1.58 x 2 = 3.16, rounded down to an Army Quality of 3.
  OUTNUMBER BONUS
  If one side has a higher Army Strength than the other, the general
  of the side with the higher Army Strength gains an Outnumber Bonus to
  all Battle Checks (see below). The Outnumber Bonus is dependent on
  how much larger his or her army is than that of the opponent.
  BATTLE CHECKS
  The general in overall command of the battle makes a Battle
  Check for every hour of the battle. Note that this assumes a half-hour’s
  worth of manoeuvring, skirmishing, and a certain degree of outright
  mayhem, but does not assume that every single soldier is directly
  involved in melee throughout the half-hour. Many battles may take all
  day long, particularly if both are large and the generals are closely
  matched in ability. 
  A Battle Check is made as a Knowledge (Military Science) check,
  but with the following bonuses:
  APPENDIX:
  OPTIONAL RULES
  TABLE A-6: OUTNUMBER BONUS
  O u t n u m b e r  
  Situation
  Bonus
  AS higher than opponent’s, but not twice as high
  +1
  AS between two and three times higher than opponent’s
  +2
  AS between three and four times higher than opponent’s
  +3
  AS between four and five times higher than opponent’s
  +4
  AS greater than five times higher than opponent’s
  +5
  TABLE A-7: BATTLE CHECK MODIFIERS
  •
  +1 per Rank in Aura of Command 
  •
  + Army Quality 
  •
  + Outnumber Bonus
  •
  +2 synergy bonus if the general also has five or more ranks of Knowledge
  (Area) for the area in which the battle takes place
  •
  + Player Success Bonus (if any; see Encounters, page 149)
  •
  + circumstance modifiers
  TABLE A-8: BATTLE CHECK RESULTS
  Opposed Battle Check
  Result for Winner
  Result for Loser
  Tied
  Lose 1d4 x 100 from Army Strength
  Lose 1d4 x 100 from Army Strength
  Won by 1 to 4
  Lose 4d6 x 10 from Army Strength,
  Lose 1d6 x 100 from Army Strength, 
  +1 circumstance modifier to next Battle Check
  -1 from Army Quality
  Won by 5 to 9
  Lose 3d6 x 10 from Army Strength, 
  Lose 2d6 x 100 from Army Strength, 
  +2 circumstance modifier to next Battle Check
  -1 from Army Quality
  Won by 10 to 14
  Lose 2d6 x 10 from Army Strength, 
  Lose 3d6 x 100 from Army Strength, 
  +3 circumstance modifier to next Battle Check
  -2 from Army Quality
  Won by 15 to 19
  Lose 1d6 x 10 from Army Strength, 
  Lose 5d6 x 100 from Army Strength, 
  +4 circumstance modifier to next Battle Check
  -2 from Army Quality
  Won by 20 or higher
  No losses, 
  Lose 8d6 x 100 from Army Strength, 
  +5 circumstance modifier to next Battle Check
  -3 from Army Quality
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  Note that the Encounter Table does not necessarily ensure the
  characters will be fighting a “fair” or “balanced” number of foes (though
  the GM should take their relative power into account when determining
  the composition of the enemy forces and especially leaders). If the battle
  is going badly, they may find themselves seriously outnumbered and even
  outmatched. Opponents will rarely fight to the death, however. Even if
  all the characters are defeated, they will at worst be captured by their
  foes, or at best be left for dead on the battlefield and wake up to find the
  enemy army victorious.
  Furthermore, if desired, the characters can agree to be glory-
  hunters; they may subtract a further -1 to -10 from the d20 roll. This
  represents them leading a charge or counter-attack, or simply heading
  straight for the biggest, meanest-looking enemies they can find. 
  In each case, the number of opponents indicated is that faced by
  each individual character; however, it is assumed that they are able to
  remain together and support each other, unless otherwise indicated. 
  APPENDIX:
  OPTIONAL RULES
  TABLE A-9: ENCOUNTER TABLE
  Modified 
  Combat 
  Player Success
  Experience Points
  d20 Roll
  Opponents
  Duration
  Bonus
  Gained
  Notes
  -31 or below
  1d3 Leaders 
  Until all enemies
  +4 if all
  Standard
  Characters are separated by the crush of battle;
  + 2d6 Special 
  defeated
  opponents defeated
  if desired, a character may take a full-round action to do
  nothing other than shove through the fighting throng to
  another specific character. Enemies will not rout. Roll 1d6;
  on a roll of 1-3, roll again on the Encounter Table with the
  same modifiers as before, and apply both results as
  separate fights during this half-hour.
  -30
  None
  -
  -
  150 xp
  Characters subjected to heavy missile fire; each must
  make a Reflex save (DC 25) or be dealt 6d8 damage. A
  successful Reflex save halves the damage. Armour
  protects as usual. Roll 1d6; on a roll of 1-2, roll again on
  the Encounter Table with the same modifiers as before,
  and apply both results as separate fights during this half-
  hour.
  -21 to -29
  1 Leader 
  Until all enemies
  +3 if all
  Standard
  Enemies rout only if their casualties reach 75%. 
  + 1d10 Special 
  defeated
  opponents defeated
  Roll 1d6; on a roll of 1, roll again on the Encounter Table
  with the same modifiers as before, and apply both results
  as separate fights during this half-hour.
  -20
  None
  -
  -
  100 xp
  Characters subjected to missile fire; each must make a
  Reflex save (DC 20) or be dealt 4d8 damage. A
  successful Reflex save halves the damage. Armour
  protects as usual.
  -11 to -19
  1 Leader 
  2d6+6 rounds
  +2 if all opponents
  Standard
  Enemies rout if their casualties reach 60%
  + 1d10 Standard
  defeated or routed
  -10
  None
  -
  -
  50 xp
  Characters subjected to light missile fire; each must make
  a Reflex save (DC 15) or be dealt 2d8 damage. A
  successful Reflex save halves the damage. Armour
  protects as usual.
  -1 to -9
  1d2-1 Leaders 
  3d6 rounds
  +1 if all opponents
  Standard
  Enemies rout if their casualties reach 45%
  + 1d6 Standard
  defeated or routed
  0
  None
  -
  -
  25 xp
  Manoeuvre and counter-manoeuvre; characters achieve
  nothing and risk nothing.
  1 to 9
  1d4 Standard
  2d6 rounds
  -
  Standard
  Enemies rout if their casualties reach 30%
  10
  None
  -
  -
  25 xp
  Lull in the fighting; characters have 30 minutes to reload,
  change weapons, adjust armour, etc.
  11 to 19
  1d2 Standard 
  2d4 rounds
  -
  Standard
  Enemies rout if their casualties reach 15%
  +1d2 Poor
  20
  None
  -
  -
  25 xp
  Characters attended by healers; each has one character
  with Medical Skill make a check to administer medical
  attention.
  21 to 29
  1d2-1 Standard 
  1d6 rounds
  -
  Standard
  Enemies rout as soon as they sustain a casualty.
  +1d2 Poor
  30
  None
  -
  -
  25 xp
  Booty: The GM should create a non-magical treasure
  according to the situation, the characters’ Level, and the
  style of the campaign. Often this will not be the usual gold
  or gems, but loot from the supply train.
  31+
  1d2 Poor
  1d4 rounds
  -
  Standard
  Enemies rout as soon as one of them is injured. You gain
  booty, as for entry 30 (above) if you kill or rout them.
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  OTHER BONUSES
  Skills, bonus Feats, and ability scores continue to increase just as
  they did for non-epic characters. Thus characters gain a bonus Feat at
  21st Level, 24th Level, 27th Level and so on, and a +1 to an ability score
  at 24th Level, 28th Level, 32nd Level and so on. 
  CLASS FEATURES
  Most class features stop accumulating after 20th Level. The
  following guidelines describe how the epic class progressions. 
  • A character’s base save bonuses and base attack bonus don’t increase
  after 20th Level. Use Table A-10: Epic Save and Epic Attack Bonuses
  to determine the character’s epic bonus on saving throws and attacks.
  This applies even if the character multiclasses into a new class at Epic
  Level. 
  • Characters continue to gain Hit Dice and Skill Points as normal
  beyond 20th Level.
  • Other class features do not increase, though most can be increased by
  spending Character Points. 
  TROOP TYPES
  The following different troop types can be encountered as
  opponents during narrative battles.
  Poor:
  These troops are always those of the lowest quality in the
  enemy army — perhaps peasant levies, or nominally non-
  combatant personnel such as a war machine’s crew. They will
  be little more than an annoyance to an experienced adventurer,
  never being higher than 1st Level and rarely having any useful
  combat Attributes.
  Standard:Standard troops are generic grunts or mooks, ordinary infantry
  soldiers. These will almost always be of the troop type that makes
  up the majority of the army, though at the GM’s discretion
  another troop type of similar power may be substituted.
  Special: Special troops are chosen by the GM or determined randomly
  from among the better quality regular troops in the army; this
  could include heavy cavalry, mecha, or powerful non-humans
  such as demon soldiers. Usually the characters will all face the
  same type of special troops, representing their unit being
  locked in combat with a special unit.
  Leader: Leaders are members of whichever unit they are found with,
  but represent its commanders and assistant commanders,
  rather than regular troops.
  PLAYER SUCCESS BONUS
  This bonus is added to the general’s next Battle Check. Note that
  it is easier for the characters to assist their general if they are willing to
  become total glory-hunters, throwing themselves into the deadliest part
  of the fray. It will also be seen that the characters have more of a chance
  to make a difference to the battle as a whole if they are subjected to an
  attack by large numbers of enemies, since this gives them a chance to
  show their true heroic qualities by vanquishing all comers.
  EPIC LEVEL
  CHARACTERS
  Some GMs may allow characters to progress above 20th Level in
  their games. Other games will not suit this style of play, and for many
  players achieving 20th Level is a good indication that it is time to retire
  a character anyway. For those who wish to forge on to 21st Level and
  beyond, the following rules may be used.
  Epic characters — those whose character Level is 21st or higher —
  are handled slightly differently from non-epic characters. While epic
  characters continue to receive many of the benefits of gaining Levels,
  some benefits are replaced by alternative gains. A class can be advanced
  beyond 20th Level. Once using epic rules, the character may eventually
  advance to any Level: 30th, 40th, 100th, or even higher still.
  EPIC SAVE BONUS
  A character’s base save bonus does not increase after character Level
  reaches 20th. The character does, however, receive a cumulative +1 epic
  bonus on all saving throws at every even-numbered Level beyond 20th,
  as shown on Table A-10: Epic Save and Epic Attack Bonuses. Any time
  a Feat or other rule refers to your base save bonus, use the sum of your
  base save bonus and epic save bonus.
  EPIC ATTACK BONUS
  Similarly, the character’s base attack bonus does not increase after
  character Level reaches 20th. The character does receive a cumulative +1
  epic bonus on all attacks at every odd-numbered Level beyond 20th, as
  shown on Table A-10: Epic Save and Epic Attack Bonuses. Any time a
  Feat or other rule refers to your base attack bonus, use the sum of your
  base attack bonus and epic attack bonus.
  APPENDIX:
  OPTIONAL RULES
  TABLE A-10: EPIC SAVE AND EPIC ATTACK BONUSES
  Character Level
  Epic Save Bonus
  Epic Attack Bonus
  21st
  +0
  +1
  22nd
  +1
  +1
  23rd
  +1
  +2
  24th
  +2
  +2
  25th
  +2
  +3
  26th
  +3
  +3
  27th
  +3
  +4
  28th
  +4
  +4
  29th
  +4
  +5
  30th
  +5
  +5
  TABLE A-11: EPIC CHARACTER POINT BONUSES
  Character Class
  CPs/Level
  Adventurer
  +5 Character Points
  Dynamic Sorcerer
  +5 Character Points
  Giant Robot
  +4 Character Points
  Gun Bunny
  +4 Character Points
  Hot Rod
  +4 Character Points
  Magical Girl
  +4/+5 Character Points*
  Martial Artist
  +4 Character Points
  Mecha Pilot
  +4 Character Points
  Ninja
  +4 Character Points
  Pet Monster Trainer
  +5 Character Points
  Samurai
  +3/+4 Character Points*
  Sentai Member
  +4/+5 Character Points*
  Shapechanger
  +4/+5 Character Points*
  Student
  +4 Character Points
  Tech Genius
  +4 Character Points
  Barbarian
  +3 Character Points
  Bard
  +4/+5 Character Points*
  Cleric
  +4/+5 Character Points*
  Druid
  +4 Character Points
  Fighter
  +4 Character Points
  Monk
  +4 Character Points
  Paladin
  +4 Character Points
  Ranger
  +3/+4 Character Points*
  Rogue
  +3/+4 Character Points*
  Sorcerer
  +5/+6 Character Points*
  Wizard
  +5 Character Points**
  * Character classes with two numbers listed for Character Points
  per Level gain the lower number at each odd-numbered class Level, and
  the higher number at each even-numbered class Level.
  ** Note that the Wizard’s Class Skill Bonus each Level is still 0.5
  (see page 32) which is why the Wizard gains only +5 CPs per Level
  rather than +5/+6.
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  CHARACTER POINTS
  Instead of gaining new class features, all characters gain bonus
  Character Points at each Level beyond 20th, with virtually no restrictions
  on how these CPs are spent. Epic characters are not too far from being
  demigods. It is not unusual for a single epic character to be capable of
  achieving as much as, or more than, an entire lower-Level party. 
  The additional CPs gained are calculated as follows. It is assumed
  that each character gains a base 10 CPs per Level, reduced by the attack
  bonuses, save bonuses, Hit Dice and Skill Points as usual. Note that the
  Epic Save Bonus or Epic Attack Bonus gained each Level is always
  regarded as 3 CPs’ worth of Points (although a +1 save bonus is usually
  only worth 1 CP, the Epic Save Bonus applies to all three saving throws
  and so is worth 3 CP).
  The Table  A-11: Epic Character Point Bonuses (page 151) gives
  the bonus CPs gained each Level by character class, after these have been
  reduced by the attack bonuses, save bonuses, Hit Dice and Skill Points
  gained each Level.
  EPIC CHARACTERS ATTACKING
  MULTIPLE WEAKER OPPONENTS
  Any epic-level character can make a regular attack that
  automatically kills one low-HD opponent per epic Level he or she has,
  without needing to make a roll. For this purpose, a low-HD opponent is
  any creature at least 20 HD or Levels below the level of his or her attacker.
  For example a 25th Level epic samurai treats all characters of 5th Level or
  below, and all creatures of 5 HD or below, as low-HD opponents.
  The attack used could be magic, melee, sneakiness, psychic power
  or whatever means suits the character. No Energy Points or other
  resources need be expended to make this attack — the opponents are
  very nearly beneath the character’s notice, and are swept aside without a
  second thought. This can be especially useful when in a mass battle,
  whichever battle system is used to resolve the combat.
  Furthermore, the epic character may move at up to 2 x Base Speed
  while making these attacks, without penalty. Any low-HD creatures that
  would, at any time during the round, be close enough for the epic
  character to attack in melee, may be targeted. In effect, an epic character
  only attacking low-HD targets may virtually ignore their soon-to-be-
  ended existence. This only applies so long as all the attacks made are
  against low-HD opponents — a character wishing to use one or more of
  his or her attacks to strike more experienced targets must abide by the
  usual rules concerning the use of standard, move and full actions.
  For example: Hoshiko, a 25th Level samurai, could kill up to five
  mooks on each of her four attacks each round, for a total of 20 foes slain
  per round!
  MAKING 
  BESM d20 CLASSLESS
  Players and GMs may wish to remove classes from their BESM d20
  games which the game can easily handle.
  CHARACTER CREATION
  GMs should provide players with a number of Character Points
  (minimum of 40 for player characters) with which to make characters.
  Each 10 Points above 40 equals one additional ECL (Effective Character
  Level). For example, if the GM provides players 90 Character Points with
  which to make characters, the characters are ECL 5. 
  Players may spend Points to acquire or increase Attributes, modify
  ability scores, or acquire new Feats. Some notes:
  Ability Scores: If a player may improve his or her character's ability
  score(s) by 1 per 0.5 Point.
  APPENDIX:
  OPTIONAL RULES
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  153
  where the GM will prefer to use standard rules to resolve combat and
  Skill checks — the Unit Roster is used when large numbers of unit
  members need to perform one task at the same time.
  A sample Unit Roster Sheet, detailing the warriors of Nishihama, is
  shown below:
  RACE, CLASS, LEVEL AND CHARACTER POINTS
  Unit race and class are determined by simple majority. If a unit has
  3 elven samurai and 27 human fighters, then the unit will be noted as
  being human fighters. The level of a unit is the average Level of its
  members, rounded down.
  UNIT SIZE
  This records the number of counters that go to make up the unit.
  A single unit may not contain more than 30 counters, though an army
  may contain as many units as you wish.
  UNIT TYPE
  This is a reflection of how a unit operates upon the battlefield and
  what its especial competencies are. Types of unit may be found on page
  155.
  CREATURES PER COUNTER
  This simply indicates how many creatures each counter represents.
  This value is most commonly 10, but GMs can adjust this value if desired.
  COUNTER HIT POINTS
  Counter Hit Points are used to measure the damage a unit may
  sustain in combat before being defeated or even wiped out. Whenever a
  unit receives damage in excess of its counter Hit Points, one or more
  counters are removed and the overall size of the unit drops accordingly.
  Excess damage is recorded on the unit roster. For example, if a unit with
  8 counters and 10 counter Hit Points received 20 points of damage, it
  would lose two counters; if it received 14 points of damage, it would lose
  only one counter but the 4 surplus points would be recorded on the unit
  roster, so it would only need to sustain 6 points of damage on the next
  round to lose a further counter.
  Counter Hit Points are determined simply by working out the
  average Hit Dice of every unit member and multiplying this by the
  number of creatures per counter, modified as follows:
  Majority of unit has Constitution modifier +/-10% per Con modifier
  Majority of unit has 3 hp or less
  -25%
  INITIATIVE
  This is the Initiative modifier (calculated in the usual manner, using
  Dexterity modifiers, etc.) of the majority of the unit.
  Attacks, Damage, Armour Class, and Armour
  These are determined by simple majority — the weapons and
  armour the majority of the unit are armed with are assumed to be carried
  by all for the purposes of the Unit Roster and unit combat. The majority
  APPENDIX:
  OPTIONAL RULES
  Skills: All non-combat Skills are class Skills. All combat Skills are
  cross class Skills. If a player wishes to improve his or her character's Skills,
  he or she gains a number of Skill Points depending on the character
  Points invested: 
  2+Int modifier for 0.5 Point
  4+Int modifier for 1 Point
  6+Int modifier for 1.5 Points
  8+Int modifier for 2 Points
  Hit Points: If a player wishes to improve his or her character's Hit
  Points, he or she gains a hit die, the size of which depends on the
  Character Points invested:
  d4 for 1 Points
  d6 for 1.5 Points
  d8 for 2 Points
  d10 for 2.5 Points
  d12 for 3 Points
  Saving Throws: If a player wishes to improve his or her character's
  saving throws, each +1 costs 1 Character Point.
  Base Attack Bonus: If a player wishes to improve his or her
  character's base attack bonus, he or she should take the Attack Combat
  Mastery Attribute.
  Attributes and Feats: If a player wishes to improve or gain a new
  Attribute or Feat, it costs the same number of Character Points as it does
  during character creation.
  Unspent Points: Points (or partial Points) may be saved and spent
  at a later point.
  CHARACTER IMPROVEMENT
  At the end of each game sessions, GMs should award players 1
  Character Point to be used for improvement. GMs may wish to reward
  an additional Point for exceptional role-playing, at their discretion. For
  each 10 Character Points gained through adventuring (not spent —
  gained), the character's ECL increases by 1.
  Players may spend Character Points, between game sessions, for
  character improvement.
  BIG COMBATS,
  SMALL COUNTERS
  The Big Combats, Small Counters (BCSC) system is designed to
  provide a quick and reasonably simple system for resolving mass
  combats. BCSC is best used when at least one of the characters is a high-
  ranking general on one side. This enables the other characters to
  command units under him or her, or to form a powerful strike force on
  the battlefield, while the GM controls the opposition. 
  UNITS
  A unit is a group of individuals banded together to a common
  purpose on the battlefield. For the purposes of this system, every person
  within the unit has the same function, the same weapons, the same
  abilities, and the same Attributes. 
  A unit consists of one or more counters. Usually, each counter
  represents 10 individuals, though the GM may call for all counters to
  represent 20, 50, or even 100 individuals for a large-scale battle. Most
  units will contain between 5 and 20 counters.
  Units receive orders, move, fight, and react much as though they
  were individuals. 
  THE UNIT ROSTER
  Unit Rosters are made up in advance by the GM. The Unit Roster
  is used as a matter of convenience throughout these rules, from launching
  a devastating charge at an enemy to recording casualties when being shot
  through with ballista bolts. There are many circumstances in a game
  WARRIORS OF NISHIHAMA UNIT
  Race:
  Human
  Class: 
  Samura
  Level:
  1
  Character Points:
  40
  Unit Size:
  8
  Creatures Per Counter: 10
  Unit Type:
  Infantry
  Counter Hit Points:
  11 (+10% Constitution 12)
  Initiative:
  +4 (+4 Improved Initiative)
  Attacks:
  Long sword +1
  Damage:
  Long sword 1d8+3
  AC:
  0 (Dex)
  Armour:
  5 (Partial Metal Armour)
  Ability Scores:
  Str 16, Dex 11, Con 12, Int 12, Wis 11, Cha 14
  Saves:
  Fort: +3; Ref: +0; Will: +0
  Feats:
  Improved Initiative, Armour Proficiency
  (Light), Armour Proficiency (Medium).
  Attributes:
  Personal Gear Rank 1 (Long sword, partial
  metal armour, longbow, short sword, small
  art object or similar item of value)
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  154
  full action, which may not be combined with any attacks or movement.
  The following round it must move away, or it is not considered to have
  successfully withdrawn and is still in combat.
  INDIVIDUAL UNIT MEMBERS
  Any unit member not actively engaged in unit combat may act as
  normal, following all the usual combat rules. This includes making
  attacks of their own, casting spells, or any other action permissible.
  DAMAGE
  Units are dealt damage in terms of Counter Hit Points, which are
  effectively the number of Hit Dice of each entire counter in the unit. A
  counter reduced to 0 Counter Hit Points is considered vanquished,
  though not all of its members are necessarily slain; a unit reduced to zero
  counters is similarly vanquished. 
  To calculate damage, roll the unit’s base damage a number of
  times equal to the number of counters that were involved in the attack
  and apply it to all the defending counters. For example, if there were 8
  counters attacking at a base damage of 1d6+1, you would roll 8d6+8
  to find the damage. It will be immediately apparent that a large force
  attacking a small one from all sides will quickly cut the smaller force
  to ribbons.
  At the GM’s discretion, not all of the members of the unit may have
  been slain, with most simply having fled the field — typically 50% to
  80% will have escaped, unless the enemy employs light cavalry to hunt
  them down as they flee. Survivors of a vanquished unit will not be
  available under any circumstances until after the end of the battle.
  Following an attack in which counters are lost, the attacker decides
  which of the defender’s counters to remove. He may only remove those
  counters that were in range of the attack. If more damage has been
  inflicted than there were counters in range to receive it, the additional
  damage is wasted. On the defender’s turn, counters may be moved into
  position to reform the face of the unit. 
  Counters that are removed are placed into the dead pile, or if you
  are not using physical counters or miniatures, keep tally of in the dead
  column. 
  OUTMATCHING
  When one unit heavily outmatches another, either in terms of
  numbers or ability, they inflict an incredible amount of damage upon
  their enemies whilst suffering very little in return. The table below is used
  to grant attack and morale modifiers to units who heavily outmatch their
  enemies, or are outmatched in return.
  To calculate the outmatching modifier for a given combat, look at
  how many counters from each side are within melee combat range of the
  other side. Assume that any counter that can attack does attack. Next,
  compare the number of attackers to the number of defenders and adjust
  the attack rolls accordingly. For example, if ten attackers are facing ten
  defenders, there will be no modifier, but if one side has surged over
  another so that there are three times as many attackers able to reach the
  enemy as there are enemy units, apply the suitable modifiers. 
  The morale modifier is handled differently. To calculate morale,
  compare the sizes of each army involved in the battle (i.e. the size of every
  single unit on the field).
  APPENDIX:
  OPTIONAL RULES
  TABLE A-12: OUTMACHING
  Outmatching
  Attack Roll
  Morale
  Group Size is...
  Modifier
  Modifier
  Ten or more times enemy’s
  +5 
  +5
  Five times enemy’s
  +3
  +3
  Three times enemy’s
  +2
  +2
  Twice enemy’s
  +1
  +1
  50% of enemy’s
  -1
  -1
  33% of enemy’s
  -2
  -2
  20% of enemy’s
  -3
  -3
  10% or less of enemy’s
  -5
  -5
  of the unit are also used to determine base attack bonus, Strength
  modifier to damage, and Dexterity modifier to Armour Class.
  FEATS, ATTRIBUTES AND CLASS FEATURES
  Any unit that has a majority of members with one or more identical
  Feats, Attributes, or class features will have them listed on its Unit
  Roster. The following Feats have no effect upon mass combat and so are
  never listed, however, no matter how many unit members possess them.
  Members of the unit may still use such Feats individually when not using
  the BCSC. Cleave, Dodge, Great Cleave, Improved Bull Rush, Improved
  Disarm, Improved Sunder, Improved Trip, Mobility, Spring Attack,
  Whirlwind Attack.
  ABILITY SCORES & SAVES
  Once again, the ability scores and saves of the majority of the unit
  are noted down on the Unit Roster.
  RESOLVING UNIT COMBAT
  Unless otherwise stated below, all combat rules detailed in Chapter
  12: Combat apply equally to units. Unit combat occurs whenever two
  units meet in battle and engage in combat. A full summary of unit
  combat is presented here.
  ROUNDS
  Unit combat is broken up into 6 second rounds as usual.
  INITIATIVE
  Before the first round of unit combat begins, each unit involved
  makes an Initiative check. An Initiative check is a Dexterity check (1d20
  + unit’s Dexterity modifier). If the unit’s leader has the Aura of
  Command Attribute, a +1 bonus per Rank of Aura of Command is
  applied to the unit’s Initiative check.
  ATTACK OPTIONS
  When attacking, a unit has three basic options:
  Charge: A unit not currently engaged in melee combat may charge
  any enemy with this option.
  Attack: A unit may make either melee or ranged attacks. Units
  that can strike more than once each round may do so with this attack
  option.
  Withdraw: If involved in melee combat, a unit may attempt to
  withdraw.
  UNIT CHARGE OPTION
  Any unit not currently engaged in melee combat may charge an
  enemy unit. In doing so, the unit gains a +2 charge bonus to its attack
  roll. The unit will also suffer a -2 penalty to its Armour Class for one
  round, however. The charge option is the only way in which a unit may
  initiate melee combat with another.
  UNIT ATTACK OPTION
  Units may make a melee attack on every round in which one of
  their faces is in contact with the enemy. If the unit is using a weapon that
  allows it a long reach, then “in contact” means within weapon range.
  They may make a ranged attack on any round in which an enemy of
  which the unit is aware is within range of their weapons.
  When resolving ranged attacks, only those counters who have
  direct line of sight to the enemy may attack. The GM may allow certain
  weapons to attack by indirect fire, including bows (but not crossbows)
  and mortars. Counters armed with indirect fire weapons may attack even
  if they do not have direct line of sight to the enemy.
  The usual rules for attacking and defending apply, including Size
  Modifiers for attacking creatures of sizes other than Medium. There is no
  specific Size Modifier for the size of the unit, though this can be
  significant in Outmatching (see page 154).
  UNIT WITHDRAW OPTION
  A unit may choose to withdraw if the fight runs against them,
  either to regroup before launching another attack or to attempt to break
  off from combat altogether. The unit must declare it is withdrawing as a
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  155
  Morale checks are made in unit combat in circumstances outlined
  in Table A-13: Morale Checks.
  * Morale modifiers may come from any source, not just those listed
  on the outmatching table above. For example, the bless spell grants a +1
  morale bonus to attack rolls — however, in unit combat, it will also grant
  a bonus to Morale checks.
  ** To be classed as elite, a unit must fulfil the following criteria:
  average member has Base Attack Bonus of +4 or higher; unit must have
  been together for at least one year; all members of the unit must be
  professional full-time soldiers; unit must have some in-character rationale
  for its elite status — perhaps it is the King’s personal bodyguard, or a
  heavy cavalry unit whose members are drawn entirely from a particularly
  military social class (e.g. knights or samurai).
  *** Includes any unit whose members have been forced into
  combat against their will.
  If a Morale check is failed, the unit automatically makes a withdraw
  action in its next round. Thereafter it attempts to leave the battlefield at
  maximum speed. A unit must pass a Morale check at DC 20 in order to
  rally and make another attack option in the following round. Characters
  are under no obligation to flee but from this point, they will be fighting
  on their own!
  UNIT TYPES
  There are four different unit types used in the BCSC to reflect
  differing capabilities and special skills upon the battlefield. The proper
  use of such units can ensure victory for a general, even in the face of
  overwhelming opposition.
  INFANTRY
  Infantry units form the core of most forces and comprise any units
  that do not meet the requirements to be archers, cavalry, or skirmishers.
  Such units receive no special bonuses or penalties within the BCSC.
  ARCHERS
  Any unit armed with a ranged weapon which does not have the
  Short Range defect, and not wearing heavy armour, is designated as an
  archer unit. Archer units are able to keep their distance from the main
  line of battle and rain missiles upon their enemies from a distance.
  CAVALRY
  Any unit riding any kind of mount into battle is designated as
  cavalry. Cavalry units are fast moving forces in the battlefield, able to
  attack enemy units almost at will. To calculate the counter Hit Points of
  cavalry units, compare the Hit Dice of the mount and the rider and add
  half of the lower rating to the higher. For example, a 2nd Level warrior
  mounted on a heavy warhorse would add half of the warrior’s Hit Dice to
  APPENDIX:
  OPTIONAL RULES
  SAVING THROWS
  You may need to use saving throws in the mass combat system for
  various different purposes, most commonly the avoidance of magical
  attacks. Saving throws work as follows: subtract the appropriate saving
  throw bonus from the DC of the saving throw, subtract one from the result,
  and multiply the total by five. The result is the percentage of the counters
  in the area of effect that failed their saving throws. No less than 5% and
  no more than 95% can fail, whatever the result of the calculation. 
  Example: A unit of 10 counters, each counter comprising 10 dwarf
  warriors, is affected by a fireball spell cast by Issa, a 7th Level Dynamic Sorcerer
  (Cha 19). The DC is 10 + 3 (fireball spell level) + 4 (ability bonus) = 17.
  The unit’s Reflex save bonus is +2. 17 — 2 -1 = 14; 14 x5 = 70%, so 7 of
  the 10 counters fail their saves and are dealt 7d6 damage; the remaining 3
  counters are dealt half damage.
  Issa rolls 25 points of damage. This deals a total of 175 damage (25x7)
  for the counters who did not save and 36 points (half of 25 rounded down and
  multiplied by 3) for those who did, for a grand total of 211 counter Hit Points.
  The dwarf counters each have 33 counter Hit Points, so Issa’s fireball incinerates
  6 out of the 10 counters completely. The remaining 13 damage (211 minus 6x33)
  is dealt to one of the surviving counters.
  If the creatures in the unit have armour that is effective against the
  damage dealt by the spell, deduct this from the initial damage (25 in this
  case), not the total. 
  MAGICAL ATTACKS
  Spellcasters on the field are always treated as individuals, never as
  units. You cannot have a team of ten sorcerers hurling ten fireballs at
  once. 
  A spell that successfully kills or incapacitates a single creature
  within a counter will reduce the Counter Hit Points by the number of
  HD the creature had.
  OTHER MAGIC IN THE BCSC
  Spells that cause effects other than damage (such as bless or bane)
  will only provide their bonus or penalty to a unit if the majority of its
  members can be affected. If only a minority are affected by the spell, it
  provides no benefit or penalty in unit combat. 
  Spells that produce effects other than damage can place a single
  unit member or a group of counters in the unit into a given condition.
  These conditions are applied on the battlefield as follows:
  Any spell that causes mass death, such as cloudkill or power word:
  kill, sends affected creatures to the dead pile.
  Any spell that renders the victims unable to defend themselves,
  such as sleep or stinking cloud, will kill the counters: though the
  individuals who make up the counters may still be alive, they do not
  represent any kind of threat for the remainder of the battle. At the GM’s
  discretion, for added realism crippled counters may be left on the
  battlefield, but turned upside down or otherwise marked; a unit may take
  a standard action to perform a coup de grace on any incapacitated
  counters within reach, adding them to the dead pile.
  Any spell that interferes with the victims’ ability to fight but does
  not leave them defenceless, such as entangle, confusion or power word:
  blind, causes the affected counters to become incapacitated for the
  duration of the spell. The GM should adjudicate these effects but a
  circumstance bonus of +2 to any attacks made against the incapacitated
  counters is a good rule of thumb. 
  Fear effects, as well as causing the affected counters to flee, prompt
  an immediate morale check from any members of the same unit.
  TURNING UNDEAD
  Clerics or other classes who can turn undead may do so normally.
  Calculate the total number of Hit Dice affected and deduct this total
  directly from the undead’s Counter Hit Points.
  MORALE
  Very few units fight to the death. As the enemy swarms over
  barricades and defences, long-time comrades start to fall and swarms of
  arrows rain down, many warriors choose to throw down their weapons
  rather than risk a cruel death.
  TABLE A-13: MORALE CHECKS
  Morale
  Morale Circumstance
  Check DC
  Unit Size reduced to half of original score
  15
  Unit Size reduced to one quarter of original score
  20
  Unit Size reduced to one third of current score in a single round
  10
  Unit suffers more damage in a round than enemy in melee combat
  15
  Unit is hit by enemy of three times or greater Unit Size
  15
  The following modifiers apply to Morale checks:
  Morale
  Modifier
  Unit Leader
  + Leader’s Charisma modifier
  Morale modifier*
  +/- Morale modifier
  Unit Leader with Aura of Command
  + Aura of Command Ranks
  Player Character actions
  See page 156
  Elite unit**
  +2
  Mercenary unit
  -1
  Enslaved unit ***
  -4
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  156
  UNIT COMBATS
  Characters — and major NPCs — are never counted as part of the
  unit when calculating the Unit Roster. They always act independently,
  even if mere foot soldiers. Combat for characters in melee combat is
  handled in exactly the same way as presented in Chapter 12. They are,
  however, permitted to attack enemy units.
  If two units are in combat with one another, characters may choose
  to aid one side. To do so, they engage in combat with one or more
  members of the enemy unit, using the normal combat rules given in
  Chapter 12. Everyone involved in the combat acts in Initiative order, so
  the characters may have the chance to act before anyone else. If they
  manage to slay or subdue any of their enemies, however, then the Hit
  Dice of the creatures they overcome are immediately deducted from the
  Unit Hit Point score. 
  For example: whilst leading his heroic unit to attack the mercenary
  unit Blood Hammers in a desperate charge, Baiko the Samurai, rolling
  the highest Initiative of the combat, attacks a big mercenary as the rest
  of his men engage the rest of the enemy. The Unit Hit Points of the Blood
  Hammers (who are predominantly 4th Level samurai themselves) is 87.
  Baiko dispatches his foe in one round of combat. Thus, the mercenaries
  lose 4 Unit Hit Points immediately, bringing them down to a total of 83.
  The units now fight, in remaining Initiative order.
  UNIT MORALE
  Player characters are immune to the effects of unit morale, as
  detailed on page 155, though units are likely to take a dim view of
  characters who continue to fight as they try to surrender. However, many
  of a character’s actions in combat will have a direct influence on how his
  or her unit fights. The table below lists some of the more common actions
  a character may attempt to boost the morale of his or her unit. The GM
  is welcome to add others as the need arises; a character should always be
  awarded for bravery and will certainly earn the respect of the unit. The
  morale bonus earned applies to the unit’s attack and damage rolls for the
  rest of the combat, as well as to morale rolls made on the Table A-13.
  GAINING EXPERIENCE
  Experience point awards can be difficult to calculate in mass
  battles, so for simplicity the following system is used.
  Characters gain experience as normal for the creatures they
  themselves defeat. For example, if they personally lead a unit and end up
  slaying the enemy leader and six of his unit, they receive an experience
  award as normal based on the leader and six men, even if their own unit
  butchered everyone else in the unit.
  Story awards are given at the GM’s discretion to characters who
  lead entire units or armies and are victorious. 
  Note that defeating a unit does not necessarily mean slaying every
  last warrior. Capturing a unit without a single weapon being used will
  earn a story award, as will outsmarting or sneaking round an enemy. The
  GM should be flexible in granting experience points and reward
  characters for all their achievements.
  UNIT EXPERIENCE
  In a long-running military campaign, the GM should consider
  allowing units to gradually advance, perhaps at the rate of around one
  Level per five to ten battles, so long as the majority of each unit is
  brought through every battle alive.
  APPENDIX:
  OPTIONAL RULES
  TABLE A-14: MORALE MODIFIERS
  Character Action
  Morale Bonus to Unit
  Slaying enemy unit leader
  +2
  Slaying enemy officer/sergeant
  +1
  Destroying enemy war machine
  +1
  Fleeing battle
  -4
  Slaying 10% or more of enemy unit in one round
  +1
  those of the horse, as the horse has 4 Hit Dice. The counter Hit Points
  would therefore be a base of 4 for the horse’s Hit Dice plus 30% for its
  Constitution modifier (i.e. +1.2) plus 2 points for the warrior’s Hit Dice,
  then multiplied by 10 for the number of units in the counter, for a total
  of 72 counter Hit Points.
  Mecha suits costing 400 Mecha Points (OBM rank 1) or less and
  operating in units can usually be treated as Cavalry and count as a 1
  HD/100 Mecha Points “mount.” More powerful mecha do not usually form
  units and are dealt with individually (see Player Characters, page 156).
  SKIRMISHERS
  Any unit wearing no or light armour may be designated as a
  skirmish unit, taking to the field in a small dispersed formation that
  allows them to operate with great flexibility. Skirmish units must remain
  in skirmish formation at all times. A skirmish unit gains a +2
  competence bonus on all Initiative checks. No skirmish unit may have
  more than 4 counters at any one time. Cavalry units with light horses or
  warhorses wearing no barding may also be designated as skirmish units
  and gain these bonuses and penalties. Such units are known as
  skirmishing cavalry.
  WAR MACHINES AND MECHA
  War machines of all kinds, from catapults and trebuchets all the
  way up to sorcerous power armour and gigantic golems, are built with
  the mecha rules as usual.
  Usually each mecha should be treated as a separate entity on the
  battlefield, rather than being formed into units. This is a better reflection
  of the size and typical military function of mecha, which are more likely
  to fight individually than as units.
  It may be appropriate for certain mecha types to be treated as units,
  however, particularly if they are golems or other automata, or mecha suits
  that enhance the power of individual warriors rather than stomping
  about the battlefield taking on armies single-handed. Mecha units are
  treated as cavalry, though particularly slow-moving mecha (less than 30
  mph speed) should be treated as infantry. 
  SIEGE ENGINES
  Most mundane, medieval-style war machines cost 200 Mecha
  Points or less, and so can be bought with Personal Gear (two major items
  of Personal Gear). A ballista is given here as an example; generating
  similar statistics for catapults, trebuchets and cannon is simple enough if
  desired.
  PLAYER CHARACTERS
  The characters should always be at the centre of the action, in
  BCSC as much as in a regular game. Anything they can do in a standard
  combat round could also be done in a BCSC round. 
  BALLISTA ATTRIBUTES
  Size: 
  Large
  Hit Points:
  25 [30]
  Operator: 
  1 [10]
  Armour: 
  5 [25]
  Defence: 
  9 (1d20) [0]
  Land Speed: 
  2 mph [5]
  Handling: 
  -1/-1
  Defects: 
  Flammable [-5], Service Crew (two horses or four
  humans, required for any use of land speed) [-6],
  Open [-10], Road Vehicle [-1]
  BOLT
  Damage: 
  4d6
  Range Increment: 120 feet
  Notes: 
  Armour Penetrating, Crew Served, Slow Firing [14]
  Crew: 
  2 (one operator, one loader)
  Cost: 
  62 Mecha Points (1 major item of Personal Gear)
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  186
  15 20th Level, Beyond
  33 9th Level Spell for 4.5 Points?
  172 A.I.
  48 Abilities, Force Field
  62 Abilities, Special Attack
  111 Ability Checks
  11 Ability Modifiers
  11 Ability Score Cost
  15 Ability Score Increase
  12 Ability Score Value Descriptions, Table 3-1:
  11 Ability Scores, Definition of
  11 Ability Scores, Establishing
  11 Ability Scores, Step 3: Generate
  11 Ability Scores, Zero Rating and None
  74 Ability, Relevant
  32 Accessible Spells Factor for Casting Classes, Table 5-20:
  167 Accessories
  82 Accuracy
  62 Accurate
  98 Accurised
  87 Achilles Heel
  129 Action
  115 Action, Character
  6 Action, Samurai or Ninja
  6 Action, Supernatural
  110 Action, Taking
  144 Actions During Chases
  111 Actions, Attributes and
  112 Actions, Contested
  120 Actions, Non-Combat
  120 Actions, Other
  87 Activation Time
  38 Adaptation
  37 Adjusting Point Costs, Modifying Attributes and
  82 Advanced Combat Martial Arts
  170 Advanced Remote Control
  125 Advancement, Character
  138 Advancement, Character
  58 Advancement, Experience Point Pet Monster
  16 Adventurer
  132 Adventures, Designing
  138 Advice for the GM 
  139 Advice for the Player
  62 Affects Incorporeal
  54 Against Target’s Nature
  117 Aim, Extra
  69 Air
  164 Air Speed. Ceiling and
  159 Aircraft
  104 Airfoils
  104 Airplane
  126 Alien Visitors
  124 All-or-Nothing or Partial Effects
  62 Alternate Attacks
  39 Alternate Form
  40 Alternate Forms, Sample
  128 Alternate History
  178 Alternate Weapons
  83 Ambidexterity
  101 Ammunition, Types of
  121 Amount of Damage Inflicted
  71 Analyse Monster
  106 Ancient Armour
  40 Animal Forms
  40 Animal Friendship
  4 Anime Genres
  4 Anime Origins
  98 Anime Toys
  4 Anime?, What is
  129 Another Universe: Science Fiction
  129 Another World: Fantasy
  183 Anti-Missile Fire
  104 APC
  157 Appendix: Mecha Design
  32 Approach, The
  81 Appropriate Feats
  82 Approved Feat Descriptions
  82 Approved Feats, Table 8-2:
  182 Arc of Fire, Fixed
  77 Arcane, Knowledge:
  155 Archers
  80 Archery
  77 Architecture, Knowledge:
  179 Area Auto-Fire
  62 Area Effect
  77 Area, Knowledge:
  40 Armour
  104 Armour
  41 Armour and Force Fields in other d20 Games
  106 Armour and Protective Devices, Table 11-4:
  96 Armour Class
  96 Armour Class Bonus
  122 Armour or Force Fields and Damage
  101 Armour Piercing
  83 Armour Proficiency (Heavy)
  83 Armour Proficiency (Light)
  83 Armour Proficiency (Medium)
  109 Armour Ratings of Objects
  109 Armour Ratings, Table 11-5: Static Object
  109 Armour Ratings, Table 11-6: Building
  109 Armour Ratings, Table 11-7: Planetoid
  106 Armour, Ancient
  106 Armour, Body
  167 Armour, Chobham
  107 Armour, Modern
  40 Armour, Optimised
  162 Armour, Step 5: Choose
  159 Armoured Fighting Vehicles
  104 Armoured Personnel Carrier
  180 Armour-Penetrating
  148 Army Quality
  148 Army Strength
  41 Art of Distraction
  13 Artificial Construct
  172 Artificial Intelligence
  37 Assign Attributes, Step 6:
  130 Atlantis Rising
  62 Attack Abilities, Table 6-2:
  96 Attack Bonus
  14 Attack Bonus, Base
  151 Attack Bonus, Epic
  15 Attack Bonuses, Table 5-2: Base
  119 Attack Check Modifiers
  42 Attack Combat Mastery
  66 Attack Disabilities
  66 Attack Disabilities, Table 6-3:
  119 Attack Penalties, Movement
  119 Attack Penalties, Table 12-4: Movement
  133 Attack Phrases
  95 Attack Restriction, Unique Defect Example:
  119 Attack Situation Modifiers, Table 12-5:
  125 Attack, Defending with an
  119 Attacking Moving Targets
  115 Attacking Multiple Targets with One Attack
  116 Attacking Multiple Weaker Opponents
  152 Attacking Multiple Weaker Opponents, Epic Characters
  115 Attacks from Base Attack Bonus, Multiple
  116 Attacks with Two Weapons
  62 Attacks, Alternate
  117 Attacks, Combined
  115 Attacks, Melee vs. Ranged
  124 Attacks, Using Attributes vs.
  15 Attribute Ranks, Gaining
  124 Attribute vs. Attribute
  124 Attributes Against Opponents, Using
  111 Attributes and Actions
  37 Attributes and Adjusting Point Costs, Modifying
  125 Attributes Defensively, Using
  124 Attributes in Combat, Using
  124 Attributes vs. Attacks, Using
  37 Attributes, Step 6: Assign
  37 Attributes, Table 6-1: Character
  114 Attributes, Using
  62 Aura
  42 Aura of Command
  62 Auto-Fire
  179 Automatic
  102 Automobile
  66 Backblast
  97 Background Points, Step 11: Earn
  87 Backlash
  76 Balance
  33 Balancing d20 Modern Classes, Table 5-22
  87 Bane
  33 Barbarian, Table 5-23:
  33 Bard, Table 5-24:
  143 Barnstorm
  14 Base Attack Bonus
  115 Base Attack Bonus, Multiple Attacks from
  15 Base Attack Bonuses, Table 5-2:
  125 Base Award
  14 Base Save Bonus
  169 Basic Navigation
  170 Basic Remote Control
  149 Battle Check Modifiers, Table A-7:
  149 Battle Check Results, Table A-8:
  149 Battle Checks
  71 Battle Motto
  148 Battles, Narrative
  98 Bayonet
  54 Beak, or Mandibles, Fangs,
  15 Benefits, Level
  15 Benefits, Table 5-3: Level Dependent
  57 BESM d20 and d20 Mecha
  172 BESM d20 Attribute
  14 BESM d20 Classes, Table 5-1:
  110 BESM d20 Versus Normal d20
  12 BESM d20 Without Points
  74 BESM d20, Combat Feats and
  184 BESM d20, Mecha Points in
  116 BESM d20, Mooks in
  115 BESM d20, Range Increments and 
  15 Beyond 20th level
  153 Big Combats, Small Counters
  104 Big Engine
  102 Big Rig
  77 Biological Sciences, Knowledge:
  98 Bipod Attachment
  101 Bird Shot
  133 Bishonen
  118 Biting
  101 Blanks
  179 Blast
  88 Blind Fury
  83 Blind-Fight
  83 Blind-Shoot
  120 Block Defence
  121 Block Defence Easier?, Why is
  83 Block Ranged Attacks
  48 Blocks Incorporeal
  48 Blocks Teleport
  109 Blowing up Worlds
  76 Bluff
  104 Boat, Speed
  106 Body Armour
  14 Bonus, Base Attack
  14 Bonus, Base Save
  15 Bonuses, Character Point
  14 Bonuses, Level
  15 Bonuses, Table 5-2: Base Attack
  167 Booster
  143 Bootlegger Stunt
  135 Bosozoku
  48 Both Directions
  142 Box In
  68 Brachiating, Swinging/
  99 Brass Catcher
  83 Brawl
  109 Breaking Items of Power
  108 Breaking Objects
  71 Breed Monster
  99 Briefcase-Firing
  107 Buckler
  109 Building Armour Ratings, Table 11-6:
  130 Building, World
  109 Buildings, Destroying
  104 Burglar Alarm
  64 Burning
  179 Burning
  164 Burrowing Speed
  83 Burst Fire
  179 Burst Auto-Fire
  102 Bus
  77 Business, Knowledge:
  96 Calculated Values, Step 10: Determine
  116 Called Shot to Partial Armour
  116 Called Shot to Vital Spot
  117 Called Shot to Weak Point
  116 Called Shots
  126 Campaigns
  126 Campaigns, Mini-Campaigns, and One-Shots
  102 Car
  100 Carbine-Format
  162 Cargo
  162 Cargo, Step 4: Choose Occupants and
  32 Casting Classes, Table 5-20: Accessible Spells factor for
  135 Cat Girls
  129 Category: Action, Drama, Comedy, and Romance
  67 Cat-Like
  155 Cavalry
  104 CB Radio
  164 Ceiling and Air Speed
  97 Changing Sizes, Table 10-2:
  115 Character Action
  125 Character Advancement
  138 Character Advancement
  37 Character Attributes, Table 6-1:
  8 Character Creation
  132 Character Goals
  9 Character Level
  9 Character Level vs. Class Level
  184 Character Level, Mecha Points and
  9 Character Level, Starting
  10 Character Outline, Step 2:
  15 Character Point Bonuses
  138 Character Point Protection
  152 Character Points
  10 Character Points During Level Progression
  9 Character Points, Discretionary
  38 Character Points, Trading Experience Points for
  12 Charisma
  144 Chase Manoeuvre Modifiers
  140 Chase Speed
  140 Chases
  144 Chases, Actions During
  140 Chases: Step by Step
  159 Checklist, Design
  112 Checks Without Rolls - Taking 10
  112 Checks Without Rolls - Taking 20
  111 Checks, Ability
  145 Checks, Crash
  112 Checks, Skill
  40 Chemical Forms, Elemental/
  167 Chobham Armour
  126 Choice of Genre
  162 Choose Armour, Step 5:
  174 Choose Defects, Step 12:
  163 Choose Defence, Step 6 (Optional):
  172 Choose Exotic Abilities, Step 11:
  165 Choose Handling, Step 9:
  APPENDIX:
  INDEX
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  187
  161 Choose Hit Points, Step 3:
  141 Choose Manoeuvres, Step 1:
  161 Choose Mecha Type, Step 1:
  162 Choose Occupants and Cargo, Step 4:
  161 Choose Size, Step 2:
  167 Choose Special Abilities, Step 10:
  163 Choose Speed, Step 8:
  163 Choose Strength, Step 7:
  104 Citizen’s Band Radio
  74 Class and Cross Class Skills, Table 7-1:
  15 Class Descriptions
  151 Class Features
  9 Class Level
  9 Class Level, Character Level vs.
  14 Class, Step 5: Select
  33 Classes Point Costs, Table 5-21: d20 Modern
  32 Classes, Deconstruction of the d20 System Fantasy
  33 Classes, Examining d20 Modern
  14 Classes, Table 5-1: 5-1: BESM d20
  32 Classes, Table 5-20: Accessible Spells Factor for Casting
  33 Classes, Table 5-22: Balancing d20 Modern
  152 Classless, Making BESM d20
  54 Claws or Spikes
  84 Cleave
  34 Cleric, Table 5-25:
  168 Climate Control
  76 Climb
  140 Close Terrain
  135 Collateral Damage
  114 Combat
  114 Combat Dice Rolls
  74 Combat Feats and BESM d20
  103 Combat Helicopter
  110 Combat Introduction
  104 Combat jet
  84 Combat Martial Arts
  115 Combat Situations, Special
  80 Combat Skills
  114 Combat Skills
  123 Combat, Mind
  119 Combat, Movement in
  124 Combat, Using Attributes in
  42 Combination Attack
  117 Combined Attacks
  117 Combined Attacks Make No Sense
  112 Combining Skill Checks
  129 Comedy
  167 Communications
  42 Computer Scanning
  76 Computer Use
  64 Concealable
  179 Concealed
  84 Concealment
  76 Concentration
  88 Concentration
  159 Concept
  129 Concept and Theme, Game
  101 Concussion Grenade
  145 Condition Summaries
  88 Conditional Ownership
  146 Conditions, Damage
  179 Cone
  170 Conference Room
  88 Confined Movement
  125 Conflict, Failing in
  125 Conflict, Overcoming
  6 Conspiracy, Weird
  11 Constitution
  13 Construct, Artificial
  104 Consumer Electronics
  64 Contagious
  43 Contamination
  3 Contents, Table of
  112 Contested Actions
  124 Control, Sphere of
  76 Controlled Breathing
  145 Conversions for Higher or Lower Speeds
  104 Convertible Top
  39 Cosmetic Changes
  13 Cost Determination, Racial
  11 Cost, Ability Score
  81 Costs, Feat
  13 Costs, Table 4-1: Race
  153 Counter Hit Points
  168 Countermeasures
  76 Craft
  145 Crash Checks
  122 Crashing
  122 Crashing and Falling, Table 12-8:
  127 Creating a Game Setting
  8 Creation, Character
  182 Crew-Served
  122 Critical Hits
  146 Critical Hits
  123 Critical Injuries, Medical Treatment for
  123 Critical Injury
  123 Critical Injury, Shock Value and
  112 Critical Success or Failure
  74 Cross Class Skills, Table 7-1: Class and
  142 Crowd
  77 Cultural Arts, Knowledge:
  88 Cursed
  43 Customised Duplicate
  98 Customising Firearms
  104 Customising Vehicles
  142 Cut Off
  135 Cute Androids
  135 Cute Pets
  32 d20 Classes, Table 5-19: Point Costs Assigned to
  41 d20 Games, Armour and Force Fields in other
  57 d20 Mecha, BESM d20 and
  33 d20 Modern Classes Point Costs, Table 5-21
  33 d20 Modern Classes, Examining
  33 d20 Modern Classes, Table 5-22: Balancing
  39 d20 Monsters
  32 d20 System Fantasy Classes, Deconstruction of the
  62 d20 System Games, Special Attacks in Other
  110 d20, BESM d20 Versus Normal
  121 Damage
  176 Damage
  146 Damage and Injury
  145 Damage Bonus
  118 Damage Bonuses, Table 12-3: Throwing
  146 Damage Conditions
  122 Damage Difficulty Penalties, Table 12-9:
  121 Damage Inflicted, Amount of
  62 Damage Inflicted, Effects Based on
  146 Damage Save Results, Table A-4:
  145 Damage Saves
  147 Damage Saves, Fate Points and
  146 Damage Saves, Impossible
  122 Damage to a Character, Effects of
  109 Damage to Weapons
  122 Damage, Armour or Force Fields and
  122 Damage, Impact
  146 Damaging Mooks
  43 Damn Healthy!
  46 Darkness
  76 Decipher Script
  32 Deconstruction of the d20 System Fantasy Classes
  174 Defects, Step 12: Choose
  87 Defects, Step 9: Select
  87 Defects, Table 9-1:
  120 Defence
  163 Defence
  43 Defence Combat Mastery
  96 Defence Roll?, Why the
  121 Defence Situation Modifiers, Table 12-6:
  120 Defence Skills, Relevant
  163 Defence, Step 6 (Optional): Choose
  121 Defence, Total
  120 Defending Against Multiple Attacks
  121 Defending Others
  121 Defending Others, Table 12-7:
  125 Defending with an Attack
  168 Defensive Jammer
  125 Defensively, Using Attributes
  11 Definition of Ability Scores
  84 Deflection
  112 Degrees of Success, Table 12-1:
  165 Delta-V
  76 Demolitions
  88 Dependent
  74 Description
  159 Design Checklist
  176 Design Weapons, Step 13:
  157 Design, Appendix: Mecha
  132 Designing Adventures
  147 Destiny
  109 Destroying Buildings
  90 Detectable
  96 Determine Calculated Values, Step 10:
  11 Dexterity
  111 Dice and Dice Rolls
  8 Dice and Notations
  114 Dice Rolls, Combat
  111 Dice Rolls, Dice and
  178 Different Gunners
  62 Different Gunners, Mecha Weapon Attacks and
  112 Difficulty Classes, Table 12-2:
  112 Difficulty Classes, Task
  67 Dimension Hop
  76 Diplomacy
  174 (Direction)-Optimised Armour
  102 Dirt Bike
  66 Disabilities, Attack
  48 Disabilities, Force Field
  66 Disabilities, Table 6-3: Attack
  76 Disable Device
  116 Disarming
  9 Discretionary Character Points
  76 Disguise
  43 Divine Relationship
  111 Do Not Roll Dice When...
  84 Dodge
  77 Domestic Arts, Knowledge:
  105 Door Mount
  84 Double Tap
  64 Drain Body
  64 Drain Energy
  64 Drain Mind
  64 Drain Soul
  129 Drama
  165 Dramatic Space Flight
  76 Drive
  144 Drive Checks, Step 2:
  66 Drop Shields
  182 Dropped
  34 Druid, Table 4-26:
  43 Duplicate
  43 Duplicate, Customised
  44 Duplicate, Proportionate
  13 Dwarf
  135 Dying Speeches
  17 Dynamic Sorcerer
  44 Dynamic Sorcery
  45 Dynamic Sorcery without Energy Points
  101 Dynamite Stick
  108 Ear Protectors, Goggles and
  97 Earn Background Points, Step 11:
  69 Earth
  90 Easily Distracted
  168 ECM
  168 EES
  62 Effects Based on Damage Inflicted
  122 Effects of Damage to a Character
  124 Effects, All-or-Nothing or Partial
  168 Ejection Seat
  45 Elasticity
  168 Electromagnetic Armour
  105 Electronic Countermeasures
  168 Electronic Counter-Measures
  168 Electronic Emission Sensor
  77 Electronics, Knowledge:
  40 Elemental/Chemical Forms
  13 Elf
  135 Elves
  179 Emanation
  181 Emission Homing
  180 EMP
  84 Empower Spell
  150 Encounter Table, Table A-9
  149 Encounters and Actions during Narrative Battles
  84 Endurance
  64 Enduring
  45 Energy Bonus
  96 Energy Points
  45 Energy Points, Dynamic Sorcery without
  124 Energy Points, Recovering
  105 Engine Rebuild
  46 Enhanced [Ability]
  84 Enlarge Spell
  46 Environmental Control
  168 Environmental Systems
  151 Epic Attack Bonus
  151 Epic Character Point Bonuses, Table A-11:
  152 Epic Characters Attacking Multiple Weaker Opponents
  151 Epic Level Characters
  151 Epic Save Bonus
  124 Equipment, Repairing
  184 Equivalence, Mecha Point
  169 ERA
  76 Escape Artist
  118 Escaping
  11 Establishing Ability Scores
  33 Examining d20 Modern Classes
  125 Exceptional Role-Playing
  5 Exiles, Interdimensional
  46 Exorcism
  172 Exotic Abilities, Step 11: Choose
  135 Exotic Girl Friends, Girl Next Door vs.
  5 Exotic Girlfriend
  126 Exotic Girlfriend
  58 Experience Point Pet Monster Advancement
  38 Experience Points for Character Points, Trading
  156 Experience, Unit
  169 Explosive Reactive Armour
  101 Explosives, Grenades and
  182 Exposed
  84 Extend Spell
  117 Extra Aim
  181 Extra Ammo
  47 Extra Arms
  169 Extra Arms
  47 Extra Attacks
  47 Extra Defences
  66 Extra Energy
  135 Face Cuts
  125 Failing in Conflict
  112 Failure, Critical Success or 
  122 Falling
  122 Falling, Table 12-8: Crashing and
  114 Familiar Action
  90 Famous
  133 Fan Service
  54 Fangs, Beak, or Mandibles
  32 Fantasy Classes, Deconstruction of the d20 System
  129 Fantasy, Another World:
  128 Far Future
  84 Far Shot
  APPENDIX:
  INDEX
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  188
  148 Farm Kid
  146 Fate Points
  147 Fate Points and Damage Saves
  147 Fate Points, Gaining more
  81 Feat Costs
  82 Feat Descriptions, Approved
  82 Feat Name
  15 Feats
  74 Feats and BESM d20, Combat
  81 Feats, Appropriate
  82 Feats, Inappropriate
  81 Feats, New
  81 Feats, Step 8: Select
  81 Feats, Table 8-1: Replaced
  82 Feats, Table 8-2: Approved
  47 Features
  71 Feed Monster
  48 Field-Penetrating
  34 Fighter, Table 5-27:
  118 Fighting from the Ground
  69 Fire
  98 Firearms, Customising
  169 Firing Ports
  119 Firing Weapons from Moving Vehicles
  182 Fixed Arc of Fire
  40 Flame Form
  174 Flammable
  64 Flare
  176 Flare
  100 Flash Suppressor
  101 Flash-Bag Grenade
  100 Flashlight Attachment
  121 Flat-Footed, Indefensible Attacks and
  64 Flexible
  180 Flexible
  47 Flight
  164 Flight, Space
  48 Flunkies
  64 Flurry
  52 Focus
  100 Folding Stock
  48 Force Field
  172 Force Field
  48 Force Field Abilities
  48 Force Field Disabilities
  122 Force Fields and Damage, Armour or
  41 Force Fields in other d20 Games, Armour and
  84 Force Stop
  77 Foreign Culture, Knowledge:
  76 Forgery
  40 Form, Flame
  40 Form, Gaseous
  40 Form, Incorporeal
  40 Form, Melding
  40 Form, Two-Dimensional
  40 Forms, Animal
  40 Forms, Elemental/Chemical
  40 Forms, Sample Alternate
  96 Fortitude
  84 Frightful Presence
  165 FTL Drive
  106 Full Metal Armour
  39 Full-Powered Form
  105 Furnishings
  128 Future, Far
  128 Future, Near
  15 Gaining Attribute Ranks
  147 Gaining more Fate Points
  76 Gamble
  129 Game Concept and Theme
  127 Game Setting, Creating a
  6 Game?, What is a Role-Playing
  108 Gas Mask
  40 Gaseous Form
  76 Gather Information
  76 General Skills
  11 Generate Ability Scores: Step 3
  126 Genre, Choice of
  4 Genres, Anime
  135 Ghosts
  135 Giant Piloted Robots
  18 Giant Robot
  159 Giant Robot
  91 Girl/Guy Magnet
  5 Girlfriend, Exotic
  135 Girls Next Door vs Exotic Girl Friends
  47 Glider
  174 Glider
  105 Global Positioning System
  169 Global Positioning System
  54 GM Deems Appropriate, When the
  9 GM Discussion, Step 1:
  138 GM, Advice for the
  13 Gnome
  108 Goggles and Ear Protectors
  184 Gold Pieces, Mecha Points as
  105 GPS
  169 GPS
  118 Grappling
  118 Grappling Manoeuvres
  84 Great Cleave
  84 Great Fortitude
  135 Great Tokyo Earthquake
  101 Grenades and Explosives
  104 Ground Vehicles, Military
  118 Ground, Fighting from the
  165 G-Rounds
  180 (Guided) Missile
  126 Gun Bunnies
  19 Gun Bunny
  80 Gun Combat
  142 Gun It
  178 Gunners, Different
  143 Hairpin Turn
  13 Half-Elf
  13 Halfling
  13 Half-Orc
  101 Hallow Point
  178 Hand-Held Weapons
  181 Handheld, Hardpoint or
  76 Handle Animal
  165 Handling, Step 9: Choose
  169 Hangar
  174 Hangar Queen
  181 Hardpoint or Handheld
  169 Headlights or Searchlights
  49 Healing
  104 Heavy Airplane
  107 Heavy Shield
  104 Heavy Tank
  118 Heavy Things, Throwing
  102 Heavy Truck
  145 Heavy Weapon Damage Bonuses, table A-3:
  80 Heavy Weapons
  84 Heighten Spell
  49 Heightened Awareness
  49 Heightened Senses
  102 Helicopter
  142 Herd
  5 Hero Team
  126 Hero Team
  126 Heroic Fantasy
  105 Hidden Cargo Space
  76 Hide
  174 High Ground Pressure
  171 High Resolution Radar
  132 High Technology, Non-Human Races, Paranormal Powers
  49 Highly Skilled
  128 History, Alternate
  128 History, Recent
  148 Hit Locations
  96 Hit Points
  124 Hit Points, Recovering
  161 Hit Points, Step 3: Choose
  64 Homing
  54 Horns
  20 Hot Rod
  126 Hot Rods
  177 Hot Smoke
  137 Hot Springs, Public Baths and
  174 Hover Craft
  47 Hovercraft
  13 Human
  135 Hyper-Dimensional Hammer
  49 Hyperflight
  135 Idol Singers
  126 Idols or Sports
  50 Immunity
  122 Impact Damage
  133 Important NPCs
  146 Impossible Damage Saves
  105 Improved Brakes
  85 Improved Brawl
  85 Improved Initiative
  85 Improved Knockout Punch
  105 Improved Shocks
  85 Improved Trip
  98 Improvised Weapons
  98 Improvised Weapons, Table 11-1: 
  66 Inaccurate
  82 Inappropriate Feats
  117 Incapacitate, Striking to
  64 Incapacitating
  101 Incendiary Shells
  91 Incomplete Training
  40 Incorporeal Form
  15 Increase, Ability Score
  181 Increased Threat
  64 Incurable
  121 Indefensible Attacks and Flat-Footed
  65 Indirect
  181 Indirect Fire
  91 Inept Attack
  91 Inept Defence
  180 Inertial Guided
  169 Inertial Navigation System
  155 Infantry
  170 Infrared
  180 Infrared Homing
  140 Initial Lead
  114 Initiative
  167 Initiative
  110 Initiative, Scene, Round, and
  146 Injury, Damage and
  169 INS
  71 Inspire Monster
  71 Instil Discipline
  71 Instil Ferocity
  50 Insubstantial
  11 Intelligence
  5 Interdimensional Exiles
  127 Interdimensional Exiles
  48 Internal
  66 Internal
  168 Interplanetary
  168 Interstellar
  184 Interstellar Credits, Mecha Points as
  76 Intimidation
  77 Investigate
  50 Invisibility
  172 Invisibility
  181 Invisible
  91 Involuntary Physical Change
  85 Iron Will
  65 Irritant
  10 Is the Character Human?
  91 ISM
  50 Item of Power
  109 Items of Power, Breaking
  104 Jet, Combat
  142 Jockey
  129 Journey to the East
  85 Judge Opponent
  77 Jump
  51 Jumping
  119 Jumping
  169 Jumping
  135 Karmic Bonds
  135 Kendo
  136 Ki Powers
  170 Kitchen
  136 Kitsune
  85 Knockout Punch
  77 Knowledge: Arcane
  77 Knowledge: Architecture
  77 Knowledge: Area
  77 Knowledge: Biological Sciences
  77 Knowledge: Business
  77 Knowledge: Cultural Arts
  77 Knowledge: Domestic Arts
  77 Knowledge: Electronics
  77 Knowledge: Foreign Culture
  77 Knowledge: Law
  77 Knowledge: Mechanics
  77 Knowledge: Military Sciences
  77 Knowledge: Nature
  77 Knowledge: Occult
  77 Knowledge: Physical Sciences
  77 Knowledge: Police Sciences
  77 Knowledge: Religion
  78 Knowledge: Social Sciences
  78 Knowledge: Streetwise
  136 Kyudo
  163 Land Speed
  167 Laser Com
  169 Laser Designator
  100 Laser Sight
  168 Laser Warning Receiver
  180 Laser-Guided
  136 Late for School
  169 Launch Catapult
  77 Law, Knowledge:
  140 Lead, Initial
  85 Leap Attack
  107 Leather Jacket
  147 Left for Dead
  130 Legends of the Galactic Empire
  182 Less Ammo
  15 Level Benefits
  14 Level Bonuses
  15 Level Dependent Benefits, Table 5-3:
  10 Level Progression, Character Points During
  9 Level vs. Class Level, Character
  9 Level, Character
  9 Level, Class
  9 Level, Starting Character
  169 Life Support
  46 Light
  104 Light Airplane
  103 Light Helicopter
  106 Light Mail
  67 Light-Footed
  85 Lightning Reflexes
  105 Lights and Siren
  48 Limited
  66 Limited Shots
  91 Limited Use, Instantaneous
  91 Limited Use, Ongoing
  65 Linked (Attack)
  65 Linked (Attribute)
  APPENDIX:
  INDEX
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  189
  78 Listen
  118 Lock
  115 Long
  65 Long Range
  181 Long Range
  167 Long Range Radio
  66 Low Penetration
  182 Low Penetration
  143 Lure
  105 Luxury Interior
  168 LWR
  178 Magazine
  51 Magic
  52 Magic Options
  51 Magic Usage
  130 Magical Bug Hunter Keiko!
  4 Magical Girl
  21 Magical Girl
  126 Magical Girls
  91 Magical Restrictions
  171 Magnetic
  136 Main Gun
  57 Major
  152 Making BESM d20 Classless
  54 Mandibles, Fangs, Beak, or
  2 Manifesto
  144 Manoeuvre Modifiers, Chase
  118 Manoeuvres, Grappling
  142 Manoeuvres, Predator
  143 Manoeuvres, Prey
  141 Manoeuvres, Step 1: Choose
  105 Manual Transmission
  92 Marked
  22 Martial Artist
  5 Martial Arts
  127 Martial Arts
  82 Martial Arts, Advanced Combat
  137 Mascots
  52 Massive Damage
  85 Maximise Spell
  92 Maximum Force
  162 Maximum Loads
  15 Maximum Skill Ranks
  4 Mecha
  127 Mecha
  137 Mecha Bases
  137 Mecha Children
  158 Mecha Design, Appendix:
  137 Mecha Inventors
  23 Mecha Pilot
  184 Mecha Point Equivalence
  158 Mecha Points
  161 Mecha Type, Step 1: Choose
  62 Mecha Weapon Attacks and Different Gunners
  52 Mechanical Genius
  77 Mechanics, Knowledge:
  78 Medical
  106 Medical Equipment, Stretchers and
  123 Medical Treatment for Critical Injuries
  115 Medium
  40 Melding Form
  66 Melee
  115 Melee
  182 Melee
  80 Melee Attack
  80 Melee Defence
  115 Melee vs. Ranged Attacks
  121 Melee Weapons
  172 Merging
  69 Metal
  52 Metamorphosis
  171 Meta-Scanner
  167 Microwave Com
  147 Mighty Blow
  104 Military Ground Vehicles
  77 Military Sciences, Knowledge:
  53 Mimic
  123 Mind Combat
  53 Mind Control
  65 Mind or Soul Attack
  54 Mind Shield
  173 Mind-Interface System
  126 Mini-Campaigns
  126 Mini-Campaigns, and One-Shots, Campaigns,
  57 Minor
  129 Mixed (Category)
  107 Modern Armour
  128 Modern Day
  11 Modifiers, Ability
  119 Modifiers, Attack Check
  37 Modifying Attributes and Adjusting Point Costs
  35 Monk, Table 5-28:
  71 Monster Tactics
  159 Monsters
  116 Mooks in BESM d20
  146 Mooks, Damaging
  155 Morale
  156 Morale Modifiers, Table A-14
  102 Motorbike
  102 Motorcycle
  85 Mounted Combat
  78 Move Silently
  97 Movement
  119 Movement Attack Penalties
  119 Movement Attack Penalties, Table 12-4: 
  119 Movement in Combat
  119 Moving Targets, Attacking
  119 Moving Vehicles, Firing Weapons from
  14 Multiclass Character, The
  181 Multiple
  115 Multiple Attacks from Base Attack Bonus
  120 Multiple Attacks, Defending Against
  115 Multiple Targets with One Attack, Attacking
  116 Multiple Weaker Opponents, Attacking
  152 Multiple Weaker Opponents, Epic Characters Attacking
  178 Multiple Weapons on a Mecha
  57 Mundane
  65 Muscle-Powered
  181 Muscle-Powered
  87 My Overconfident, Lazy, Stubborn, Honourable Hero
  148 Mystery Kid
  174 Naked Operator
  148 Narrative Battles
  54 Natural Weapons
  77 Nature, Knowledge:
  137 Naughty Tentacles
  78 Navigate
  169 Navigation Aids
  169 Navigation, Basic
  169 NBC Filter
  128 Near Future
  92 Nemesis
  176 Nerve Gas
  81 New Feats
  100 Nightvision Scope
  24 Ninja
  6 Ninja Action, Samurai or
  105 Nitrous Oxide Tank
  66 No Damage
  175 No Hand, One Hand/
  65 No Regeneration
  175 Noisy or Very Noisy
  120 Non-Combat Actions
  11 None Ability Scores, Zero Rating and
  132 Non-Human Races, Paranormal Powers, High Technology,
  110 Normal d20, BESM d20 Versus
  137 Nose Bleeds
  93 Not So Tough
  8 Notations, Dice and
  133 NPCs, Important
  169 Nuclear-Biological-Chemical Filter
  71 Nurse Monster
  109 Object Armour Ratings, Table 11-5: Static
  109 Objects, Armour Ratings of
  108 Objects, Breaking
  108 Objects, Operational
  108 Objects, Penetrating (Armour) vs.
  108 Obkects, Static
  56 OBM
  144 Obstacles, Step 4:
  77 Occult, Knowledge:
  162 Occupants
  162 Occupants and Cargo, Step 4: Choose
  48 Offensive
  105 Off-Road Suspension
  104 Offshore Racer
  137 Ofuda
  106 Oil Slick
  175 One Hand/No Hand
  85 One Shot Left
  126 One-Shot Adventures
  126 One-Shots, Campaigns, Mini-Campaigns, and
  93 One-Way Transformation
  137 Oni
  182 Only in
  66 Only In (Environment)
  175 Open
  7 Open Game License
  78 Open Lock
  140 Open Terrain
  108 Operational Objects
  180 Operator-Guided
  170 Optics
  40 Optimised Armour
  140 Optional Rules
  52 Options, Magic
  159 Organic Mecha
  55 Organisational Ties
  132 Organisations
  4 Origins, Anime
  120 Other Actions
  144 Other Actions, Step 5:
  151 Other Bonuses
  128 Other Pre-Industrial Periods
  10 Outline, Step 2: Character
  154 Outmatching
  149 Outnumber Bonus
  125 Overcoming Conflict
  102 Oversized Vehicle
  56 Own a Big Mecha
  93 Owned
  35 Paladin, table 5-29:
  170 Parachute or Re-entry Shield
  132 Paranormal Powers, High Technology, Non-Human Races
  93 Part of Body
  40 Partial (Armour)
  116 Partial Armour, Called Shot to
  124 Partial Effects, All-or-Nothing or
  106 Partial Metal Armour
  39 Partial-Powered Form
  110 Passage of Time, The
  102 Passenger Car
  65 Penetrating (Armour)
  108 Penetrating (Armour) vs. Objects
  65 Penetrating (Force Field)
  78 Perform
  127 Period
  127 Period Piece
  93 Permanent
  57 Personal Gear
  6 Pet Monster
  57 Pet Monster
  127 Pet Monster
  58 Pet Monster Advancement, Experience Point
  25 Pet Monster Trainer
  93 Phobia
  93 Physical Impairment
  77 Physical Sciences, Knowledge:
  78 Pick Lock
  102 Pickup Truck
  78 Pilot
  159 Piloted Giant Robot
  118 Pin
  58 Place of Power
  109 Planetoid Armour Ratings, Table 11-7:
  156 Player Characters
  151 Player Success Bonus
  139 Player, Advice for the
  32 Player’s Handbook 3.5
  132 Plot Elements
  58 Pocket Dimension
  85 Point Blank Shot
  15 Point Bonuses, Character
  32 Point Costs Assigned to d20 Classes, Table 5-19:
  37 Point Costs, Modifying Attributes and Adjusting
  33 Point Costs, Table 5-21: d20 Modern Classes
  138 Point Protection, Character
  10 Points During Level Progression, Character
  12 Points, BESM d20 Without
  9 Points, Discretionary Character
  158 Points, Mecha
  79 Poisons
  77 Police Sciences, Knowledge:
  105 Police-Band Radio
  105 Pontoons
  175 Poor Visibility
  148 Popular Kid
  85 Portable Armoury
  61 Postcognition, Precognition and
  85 Power Attack
  59 Power Defence
  79 Power Usage
  114 Power Usage Skills
  159 Powered Armour
  79 Powerlifting
  61 Precognition and Postcognition
  142 Predator Manoeuvres
  128 Pre-Industrial Periods, Other
  133 Presenting the Villains
  143 Prey Manoeuvres
  32 Problem, The
  79 Profession
  10 Progression, Character Points During Level
  59 Projection
  44 Proportionate Duplicate
  138 Protection, Character Point
  106 Protective Devices
  108 Protective Devices, Special
  106 Protective Devices, Table 11-4: Armour and
  137 Public Baths and Hot Springs
  143 Pull Ahead
  146 Pulling your Punch
  184 Purchase DC, Mecha Points and
  147 Pushing It
  65 Quake
  178 Qualities and Restrictions
  180 Qualities, Weapon
  86 Quicken Spell
  102 Race Car
  13 Race Costs, Table 4-1:
  13 Race, Step 4: Select
  13 Racial Cost Determination
  170 Radar
  105 Radar Detector
  180 Radar Homing
  168 Radar Jammer
  168 Radar Warning Receiver
  171 Radar, High Resolution
  168 Radio Jammer
  167 Radio, Long Range
  APPENDIX:
  INDEX
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  190
  167 Radio, Tactical
  142 Ram
  177 Range Increment
  115 Range Increments and BESM d20
  115 Ranged Attacks, Melee vs.
  80 Ranged Defence
  121 Ranged Weapons
  36 Ranger, Table 5-20:
  15 Ranks, Gaining Attribute
  86 Rapid Shot
  177 Rate of Fire
  147 Raw Power
  79 Read Lips
  164 Realistic Space Flight
  128 Recent History
  124 Recovering Energy Points
  124 Recovering Hit Points
  124 Recovery
  146 Recovery
  104 Recreational Speed Boat
  93 Recurring Nightmares
  93 Red Tape
  142 Redline
  175 Reduced Endurance
  94 Reduction
  94 Reductions, Table 9-2: Sample
  170 Re-entry Shield, Parachute or
  85 Reflection
  170 Reflective Coating
  96 Reflex
  48 Regenerating
  60 Regeneration
  173 Regeneration, Self-Repair or
  60 Reincarnation
  60 Rejuvenation
  74 Relevant Ability
  120 Relevant Defence Skills
  170 Remote Control
  170 Remote Control, Advanced
  170 Remote Control, Basic
  102 Remote Detonator
  79 Repair
  124 Repairing Equipment
  81 Replaced Feats, Table 8-1:
  114 Required Skill
  79 Research
  144 Resolution, Step 3:
  154 Resolving Unit Combat
  175 Restricted Path
  94 Restriction
  178 Restrictions, Qualities and
  94 Restrictions, Table 9-3: Sample
  182 Restrictions, Weapon
  32 Result, The
  112 Retries
  148 Rich Kid
  79 Ride
  107 Riding Suit
  176 Riot Gas
  52 Ritual
  175 Road Vehicle
  105 Rocket Engine
  36 Rogue, Table 5-31:
  6 Role-Playing BESM d20
  6 Role-Playing Game?, What is a
  125 Role-Playing, Exceptional
  111 Roll Dice When...
  111 Roll Dice When..., Do Not
  129 Romance
  170 Rooms
  105 Rotating License Plate
  110 Round, and Initiative, Scene, 
  101 Rubber
  140 Rules, Optional
  86 Run
  168 RWR
  40 Sample Alternate Forms
  94 Sample Reductions, Table 9-2:
  94 Sample Restrictions, Table 9-3:
  26 Samurai
  128 Samurai Japan
  6 Samurai or Ninja Action
  102 Satchel Charge
  180 Satellite Guided
  14 Save Bonus, Base
  151 Save Bonus, Epic
  145 Saves, Damage
  96 Saving Throws
  100 Sawed-Off Barrel
  168 Scanner
  110 Scene, Round, and Initiative
  147 School Campaigns
  127 School Days
  137 School Uniforms
  127 Science Fiction
  129 Science Fiction, Another Universe
  170 Science Lab
  102 Scooter
  100 Scope
  137 SDF
  79 Search
  169 Searchlights, Headlights or
  122 Second Wind
  168 Secure
  79 Seduction
  171 Seismic
  14 Select Class, Step 5:
  87 Select Defects, Step 9:
  81 Select Feats, Step 8:
  13 Select Race, Step 4:
  74 Select Skills, Step 7:
  67 Self-Destruct
  173 Self-Repair or Regeneration
  180 Semi-Active Radar Homing
  181 Semiautomatic
  79 Sense Motive
  170 Sensors
  60 Sensory Block
  94 Sensory Impairment
  5 Sentai
  27 Sentai Member
  60 Servant
  175 Service Crew
  143 Set Up
  127 Setting, Creating a Game
  28 Shapechanger
  171 Shield
  49 Shield Only (Force Fields)
  107 Shields
  40 Shields Only (Armour)
  123 Shock
  123 Shock Value and Critical Injury
  115 Short
  67 Short Range
  182 Short Range
  142 Shortcut
  101 Shotgun Slugs
  111 Should I make my Players Roll Dice?
  170 Sick Bay
  105 Sidecar
  156 Siege Engines
  94 Significant Other
  46 Silence
  100 Silencer
  52 Silent
  181 Silent
  86 Silent Spell
  61 Sixth Sense
  161 Size and Weight Chart
  97 Size Categories, Table 10-1:
  61 Size Change
  97 Size Classes
  161 Size, Step 2: Choose
  97 Sizes, Table 10-2: Changing
  94 Skeleton in the Closet
  112 Skill Checks
  112 Skill Checks, Combining
  74 Skill Description Format
  74 Skill Points and Skill Ranks
  15 Skill Ranks, Maximum
  74 Skill Ranks, Skill Points and
  112 Skill Synergy
  114 Skill, Required
  80 Skills, Combat
  114 Skills, Combat
  76 Skills, General
  114 Skills, Power Usage
  120 Skills, Relevant Defence
  74 Skills, Step 7: Select
  74 Skills, Table 7-1: Class and Cross Class
  74 Skills, Using
  47 Skimmer
  156 Skirmishers
  79 Sleight of Hand
  106 Slick Tires
  67 Slithering
  67 Slow
  183 Slower
  182 Slow-Firing
  176 Smoke
  101 Smoke Grenade
  106 Smoke Screen
  86 Sneak Attack
  146 Sneak Attacks
  100 Snub-Nose
  78 Social Sciences, Knowledge:
  107 Soft Body Armour
  32 Solution, The
  171 Sonar
  180 Sonar Homing
  36 Sorcerer, Table 5-32:
  6 Sorcery, Swords and
  65 Soul Attack, Mind or
  164 Space Flight
  127 Space Opera
  165 Space Sails
  183 Space-Optimised
  159 Spaceship
  79 Speak Languages
  167 Special Abilities, Step 10: Choose
  61 Special Attack
  62 Special Attack Abilities
  122 Special Attacks
  176 Special Attacks
  62 Special Attacks in Other d20 System Games
  115 Special Combat Situations
  67 Special Defence
  62 Special Effects
  67 Special Movement
  108 Special Protective Devices
  80 Special Ranged Attack
  95 Special Requirement
  183 Special Rules
  106 Special Tires or Puncture-Resistant
  74 Specialisations
  68 Speed
  104 Speed Boat
  100 Speed Loader
  164 Speed, Burrowing
  164 Speed, Ceiling and Air
  140 Speed, Chase
  163 Speed, Land
  163 Speed, Step 8: Choose
  164 Speed, Water (and Underwater)
  86 Spell Focus
  173 Spell-like Ability
  32 Spells Factor for Casting Classes, Table 5-20: Accessible
  124 Sphere of Control
  54 Spikes, Claws or
  55 Spines
  68 Spirit Ward
  86 Spirited Charge
  102 Sport Utility Vehicle
  79 Sports
  5 Sports Anime
  102 Sports Car
  126 Sports, Idols or
  79 Spot
  65 Spreading
  171 Stabilisation Gear
  175 Stall Speed
  107 Standard Shield
  9 Starting Character Level
  158 Starting Mecha Points
  176 Start-Up Time
  71 Stat Master
  49 Static
  67 Static
  183 Static
  109 Static Object Armour Ratings, Table 11-5:
  108 Static Objects
  86 Steady Hand
  171 Stealth
  141 Step 1: Choose Manoeuvres
  161 Step 1: Choose Mecha Type
  9 Step 1: GM Discussion
  167 Step 10: Choose Special Abilities
  96 Step 10: Determine Calculate Values
  172 Step 11: Choose Exotic Abilities
  97 Step 11: Earn Background Points
  174 Step 12: Choose Defects
  176 Step 13: Design Weapons
  10 Step 2: Character Outline
  161 Step 2: Choose Size
  144 Step 2: Drive Checks
  161 Step 3: Choose Hit Points
  11 Step 3: Generate Ability Scores
  144 Step 3: Resolution
  162 Step 4: Choose Occupants and Cargo
  144 Step 4: Obstacles
  13 Step 4: Select Race
  162 Step 5: Choose Armour 
  144 Step 5: Other Actions
  14 Step 5: Select Class
  163 Step 6 (Optional): Choose Defence
  37 Step 6: Assign Attributes
  163 Step 7: Choose Strength
  74 Step 7: Select Skills
  163 Step 8: Choose Speed
  81 Step 8: Select Feats
  165 Step 9: Choose Handling
  87 Step 9: Select Defects
  145 Step Six: Damage and Crashes
  52 Still
  86 Still Spell
  67 Stoppable
  132 Story Line
  181 Stream
  148 Street Kid
  86 Streetfighting
  78 Streetwise, Knowledge:
  11 Strength
  163 Strength, Step 7: Choose
  102 Stretched Limousine
  106 Stretchers and Medical Equipment
  117 Striking to Incapacitate
  117 Striking to Wound
  106 Stripped
  29 Student
  65 Stun
  APPENDIX:
  INDEX
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  191
  APPENDIX:
  INDEX
  181 Stun
  86 Stunning Fist
  144 Stunt
  102 Sub-Compact Car
  112 Success or Failure, Critical
  112 Success, Table 12-1: Degrees of
  159 Suit
  145 Summaries, Condition
  173 Summonable
  106 Sun Roof
  159 Super-car
  106 Supercharger
  173 Super-Equipment
  73 Superhuman Power, Unknown
  127 Supernatural
  6 Supernatural Action
  68 Superstrength
  132 Supporting Cast, The
  79 Survival
  68 Swarm
  79 Swim
  68 Swinging/Brachiating
  6 Swords and Sorcery
  112 Synergy, Skill
  97 Table 10-1: Size Categories
  97 Table 10-2: Changing Sizes
  98 Table 11-1: Improvised Weapons
  99 Table 11-2: Weapons
  103 Table 11-3: Vehicles
  106 Table 11-4: Armour and Protective Devices
  109 Table 11-5: Static Object Armour Ratings
  109 Table 11-6: Building Armour Ratings
  109 Table 11-7: Planetoid Armour Ratings
  112 Table 12-1: Degrees of Success
  125 Table 12-10: XP Awards
  112 Table 12-2: Difficulty Classes
  118 Table 12-3: Throwing Damage Bonuses
  119 Table 12-4: Movement Attack Penalties
  119 Table 12-5: Attack Situation Modifiers
  121 Table 12-6: Defence Situation Modifiers
  121 Table 12-7: Defending Others
  122 Table 12-8: Crashing and Falling
  122 Table 12-9: Damage Difficulty Penalties
  9 Table 2-1: Starting Character Level
  12 Table 3-1: Ability Score Value Descriptions
  13 Table 4-1: Race Costs
  14 Table 5-1: BESM d20 Classes
  22 Table 5-10: Martial Artist
  23 Table 5-11: Mecha Pilot
  24 Table 5-12: Ninja
  25 Table 5-13: Pet Monster Trainer
  26 Table 5-14: Samurai
  27 Table 5-15: Sentai Member
  28 Table 5-16: Shapechanger
  29 Table 5-17: Student
  30 Table 5-18: Tech Genius
  32 Table 5-19: Point Costs Assigned to d20 Classes
  15 Table 5-2: Base Attack Bonuses
  32 Table 5-20: Accessible Spells Factor for Casting Classes
  33 Table 5-21: d20 Modern Classes Point Costs
  33 Table 5-22: Balancing d20 Modern Classes
  33 Table 5-23: Barbarian
  33 Table 5-24: Bard
  34 Table 5-25: Cleric
  34 Table 5-26: Druid
  34 Table 5-27: Fighter
  35 Table 5-28: Monk
  35 Table 5-29: Paladin
  15 Table 5-3: Level Dependent Benefits
  36 Table 5-30: Ranger
  36 Table 5-31: Rogue
  36 Table 5-32: Sorcerer
  36 Table 5-33: Wizard
  16 Table 5-4: Adventurer
  17 Table 5-5: Dynamic Sorcerer
  18 Table 5-6: Giant Robot
  19 Table 5-7: Gun Bunny
  20 Table 5-8: Hot Rod
  21 Table 5-9: Magical Girl
  37 Table 6-1: Character Attributes
  62 Table 6-2: Attack Abilities
  66 Table 6-3: Attack Disabilities
  74 Table 7-1: Class and Cross Class Skills
  81 Table 8-1: Replaced Feats
  82 Table 8-2: Approved Feats
  87 Table 9-1: Defects
  94 Table 9-2: Sample Reductions
  94 Table 9-3: Sample Restrictions
  144 Table A-1: Chase Manoeuvre Modifiers
  151 Table A-10: Epic Save and Epic Attack Bonuses
  151 Table A-11: Epic Character Point Bonuses
  154 Table A-12: Outmaching
  155 Table A-13: Morale Checks
  156 Table A-14: Morale Modifiers
  145 Table A-2: Crash Checks
  145 Table A-3: Heavy Weapon Damage Bonuses
  146 Table A-4: Damage Save Results
  148 Table A-5: Hit Locations
  149 Table A-6: Outnumber Bunus
  149 Table A-7: Battle Check Modifiers
  149 Table A-8: Battle Check Results
  150 Table A-9: Encounter Table
  3 Table of Contents
  107 Tactical Armour
  167 Tactical Radio
  107 Tactical Shield
  55 Tail Striker
  112 Taking 10, Checks Without Rolls -
  112 Taking 20, Checks Without Rolls -
  110 Taking Action
  65 Tangle
  177 Tangle
  104 Tank, Heavy
  54 Target’s Nature, Against
  66 Targeted
  171 Targeting Bonus
  112 Task Difficulty Classes
  101 Tear Gas Grenade
  30 Tech Genius
  69 Telekinesis
  70 Telepathy
  70 Teleport
  100 Telescoping Stock
  46 Temperature
  55 Tentacles
  140 Terrain
  137 Terrible Cooks
  129 Theme, Game Concept and
  181 Threat, Increased
  118 Throw
  118 Throwing Damage Bonuses, Table 12-3:
  118 Throwing Heavy Things
  183 Thrown
  80 Thrown Weapons
  164 Thrust
  140 Tight Terrain
  183 Time to Target
  110 Time, The Passage of
  102 Timed Detonator
  137 Tokyo Tower
  118 Total Attack
  121 Total Defence
  118 Touching a Target
  106 Tow Winch
  67 Toxic
  38 Trading Experience Points for Character Points
  106 Trailer
  70 Train a Cute Monster
  174 Transformation
  138 Transformation Sequences
  138 Transforming Mecha
  159 Transforming Mecha
  72 Transmutation
  66 Trap
  181 Trap
  100 Trigger Lock
  151 Troop Types
  102 Truck, Heavy
  79 Tumble
  72 Tunnelling
  106 Turbocharger
  116 Two Weapons, Attacks with
  40 Two-Dimensional Form
  86 Two-Weapon Fighting
  49 Type I
  60 Type I
  49 Type II
  60 Type II
  101 Types of Ammunition
  104 Ultra-Light
  80 Unarmed Attack
  121 Unarmed Combat
  80 Unarmed Defence
  164 Underwater) Speed, Water (and
  66 Undetectable
  114 Unfamiliar Action
  66 Unique Ability
  72 Unique Attribute
  95 Unique Defect
  95 Unique Defect Example: Attack Restriction
  67 Unique Disability
  154 Unit Combat, resolving
  156 Unit Experience
  153 Unit Roster, The
  153 Unit Size
  153 Unit Type
  155 Unit Types
  153 Units
  73 Unknown Superhuman Power
  181 Unlimited Shots
  67 Unreliable
  183 Unreliable
  95 Unreliable Power
  95 Unskilled
  114 Unskilled Attempts
  68 Untrackable
  184 US Dollars, Mecha Points as
  79 Use Rope
  49 Uses Energy
  67 Uses Energy
  114 Using Attributes
  124 Using Attributes Against Opponents
  125 Using Attributes Defensively
  124 Using Attributes in Combat
  124 Using Attributes vs. Attacks
  74 Using Skills
  104 Utility Helicopter
  66 Vampiric
  102 Van
  144 Vanish
  159 Vehicle
  86 Vehicle Dodge
  102 Vehicle, Oversized
  102 Vehicles
  104 Vehicles, Customising
  119 Vehicles, Firing Weapons from Moving
  104 Vehicles, Military Ground
  103 Vehicles, Table 11-3:
  184 Velocity Class
  175 Very Noisy, Noisy or
  130 Veterans of the Psychic Wars
  133 Villains, Presenting the
  116 Vital Spot, Called Shot to
  176 Volatile
  182 Volley
  130 Voyagers of the New Dawn
  95 Vulnerability
  68 Wall-Bouncing
  68 Wall-Crawling
  171 Wall-Crawling
  95 Wanted
  156 War Machines and Mecha
  69 Water
  164 Water (and Underwater) Speed
  73 Water Speed
  159 Watercraft
  68 Water-Walking
  95 Weak Point
  176 Weak Point
  117 Weak Point, Called Shot to
  116 Weaker Opponents, Attacking Multiple
  73 Wealth
  106 Weapon Mount - Heavy
  106 Weapon Mount - Light
  180 Weapon Qualities
  182 Weapon Restrictions
  98 Weapons
  86 Weapons Encyclopaedia
  178 Weapons, Alternate
  109 Weapons, Damage to
  178 Weapons, Hand-Held
  98 Weapons, Improvised
  176 Weapons, Step 13: Design
  98 Weapons, Table 11-1: Improvised
  99 Weapons, Table 11-2:
  46 Weather
  161 Weight Chart, Size and
  6 Weird Conspiracy
  10 What Are the Character’s Strengths?
  10 What Helps Define the Character?
  158 What is a Mecha?
  6 What is a Role-Playing Game?
  4 What is Anime?
  10 What is the Character’s Name?
  54 When the GM Deems Appropriate
  86 Whirlwind Attack
  121 Why is Block Defence Easier?
  96 Why the Defence Roll?
  79 Wilderness Lore
  80 Wilderness Tracking
  96 Willpower
  176 Windows
  176 Wind-Powered
  12 Wisdom
  12 Without Points, BESM d20
  36 Wizard, Table 5-33:
  69 Wood
  170 Workshop
  130 World Building
  109 Worlds, Blowing up
  122 Wound Difficulty Penalties
  117 Wound, Striking to
  125 XP Awards, Table 12-10:
  138 Yakuza
  68 Zen Direction
  11 Zero Rating and None Ability Scores
  144 Zig-Zag
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  © 2004 Guardians Of Order, Inc. Permission is granted to make copies of this page for personal use only.
  ATTRIBUTE/FEAT/SKILL/DEFECT
  COST
  NOTES/EFFECT
  ATTRIBUTE/FEAT/SKILL/ DEFECT
  COST
  NOTES/EFFECT
  ATTRIBUTES, FEATS, SKILLS, and DEFECTS
  POSSESSIONS AND NOTES
  PLAYER’S NAME:
  GM’S NAME:
  CHARACTER NAME:
  STARTING LEVEL:
  DISCRETIONARY POINTS:
  CLASS:
  LEVEL:
  CLASS:
  LEVEL:
  CLASS:
  LEVEL:
  RACE:
  RACE COST:
  SIZE:
  EXPERIENCE POINTS:
  AGE:
  GENDER:
  HEIGHT:
  WEIGHT:
  PHYSICAL DESCRIPTION:
  CHARACTER INFORMATION
  SAVING THROWS
  FORTITUDE
  REFLEX
  WILLPOWER
  COMBAT MODIFIERS
  BASE ATTACK BONUS
  ARMOUR CLASS
  HIT POINTS
  SHOCK VALUE
  ENERGY POINTS
  Calculated Values
  ABILITY
  SCORE MODIFIER
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  INITIATIVE MODIFIER
  BASE MOVEMENT
  ABILITY SCORES
  CHARACTER SHEET
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Foreword
  2
  2
  d20 Mecha is designed to add flexible, multi-genre mecha design and combat rules to the d20 System.  With these rules in hand, you have
  a unified set of mechanics to use in games featuring any kind of robot or vehicle-operating character.  You can create giant robots, starships,
  tanks, jet fighters, helicopters, pirate galleons, cars, cycles, submarines, powered armour — even weird inventions like burrowing moles, ether
  flyers, or mechanical dragons!
  We have designed d20 Mecha to be fast and flexible.  The vehicle creation system was inspired by the original Big Robots, Cool Starships
  supplement for the anime game Big Eyes, Small Mouth, but these rules have been rebuilt from the ground up to integrate seamlessly with the d20
  System.  In the process they’ve become less abstract, gaining an additional level of precision.  This means that otherwise similar types of vehicles,
  such as two sports cars, can now “feel” quite different.
  Another objective of our design was to ensure mecha created by this system could be compatible with vehicle statistics in other popular
  d20 System games, whether in the heroic fantasy, modern day, or science fiction genres.  Different d20 System games often handle characteristics
  like vehicle manoeuvrability, damage, armour protection, or cost in quite distinct ways, so we’ve included suggestions for customising such
  statistics, with a range of choices rather than dogmatic values. d20 Mecha is an excellent addition to our BESM d20 RPG, but is compatible with
  any d20 System game.
  d20 Mecha also includes a set of mecha-related character classes, Feats, and a complete vehicular combat system, but these are just options
  as well.  We expect many GMs will already have a favourite set of rules that covers vehicular chases or vehicle-using character classes ... but we
  also hope the core of this supplement — the design system — will prove useful as a  powerful tool for creating balanced robots, suits, and vehicles
  for nearly any setting.
  Ultimately, the purpose of d20 Mecha is to help players and GMs take their game in new directions by providing a wide array of play-
  balanced options for using mecha of all sorts.  After all, no matter how awe-inspiring the machine, it really has just one purpose: to carry the
  characters into adventure, and make that action as dramatic as possible!
  David Pulver
  July 2003
  d20�mecha�–�For�Free!
  d20 Mecha is part of an unstoppable force known as Open
  Source Gaming, which generates a plethora of d20 System game
  rules and text that can be distributed freely with very few
  restrictions.  GUARDIANS OF ORDER supports this movement and
  has made a System Reference Document (SRD) containing all
  Open Game Content from d20 Mecha available on our website to
  everyone — free of charge!
  Download the d20 Mecha SRD at:
  http://www.guardiansorder.com/d20
  We also make it easy for companies to publish and market
  products compatible with d20 Mecha through a low-cost
  trademark license.  You can even have GUARDIANS OF ORDER
  distribute and sell your d20 Mecha product for you through our
  creator-owned publishing imprint, MAGNUM OPUS — and you
  keep most of the profits!
  Learn about publishing your own d20 Mecha book at:
  http://www.guardiansorder.com/magnumopus
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Table�of�Contents
  3
  Table�of�Contents
  4
  Chapter�1:�Introduction
  5
  Mecha Introduction
  6
  Mecha Characters
  6
  Mecha Pilot
  7
  Mecha Commander
  8
  Skills and Mecha
  9
  Feats and Mecha
  11
  Chapter�2:�Mecha�Design
  12
  Mecha Design
  12
  Mecha Points
  13
  Designing a Mecha and its Mecha Point Cost
  14
  Step 1: Choose Mecha Type
  14
  Step 2: Choose Size
  15
  Step 3: Choose Hit Points
  15
  Step 4: Choose Occupants and Cargo
  16
  Step 5: Choose Armour
  16
  Step 6 (Optional): Choose Defence
  18
  Step 7: Choose Strength
  18 
  Step 8: Choose Speed
  22
  Step 9: Choose Handling
  24
  Step 10: Choose Special Abilities
  31
  Step 11: Choose Exotic Abilities
  34
  Step 12: Choose Defects
  37
  Step 13: Design Weapons
  47
  Mecha Point Equivalence
  48
  Chapter�3:�Mecha�Combat
  49
  Mecha Combat
  49
  Basic Concepts
  50
  Characters in Mecha
  50
  Scale
  51
  Facing and Firing Arcs
  51
  Initiative
  51
  Movement and Action
  51
  Options for Pilots
  57
  Collisions and Ramming
  57
  Resolving Collisions
  60
  Fighting From Mecha
  61
  Damaging Mecha
  65
  Wrecking Buildings
  66
  Appendix
  67
  A Guide to Mecha Anime
  70
  Mecha Design Quick Reference Tables
  73
  Mecha Design Sheet
  74
  Index
  3
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  INTRODUCTION
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  5
  Chapter 01:�Introduction
  Examples include the heroic fantasy of Vision of Escaflowne, the
  apocalyptic psycho-drama of Neon Genesis Evangelion, the police
  saga Patlabor, the comedy space opera Martian Successor Nadesico,
  Mecha�Introduction
  “Mecha” is the term used by Japanese animators and fans to
  refer to the mechanical designs that appear in Japanese
  animation, or anime. A mecha can be a giant robot, a suit of
  powered armour, or a vehicle of some other sort, such as a
  spaceship, tank, submarine, or motorcycle. 
  d20 Mecha provides a means of describing all manner of
  mecha in game terms, and offers simple, playable systems for
  using them in adventures. Although its primary focus is on anime-
  style giant robots and powered armour, d20 Mecha can be used to
  create everything from sports cars to sky galleons.
  Powered�Suits�and�Giant�Robots
  The concept of a suit of powered armour was first given form
  in Robert Heinlein’s 1959 novel Starship Troopers, which featured
  “mobile infantry” wearing power-assisted space suits equipped
  with jet packs and heavy weapons. During the 1960s, the US
  military began experimenting with a real-life version, the man-
  amplifying exoskeleton, and while they proved too hard to control
  for the technology of the day, they helped inspire a host of comic
  book characters such as Marvel’s Iron Man.
  What about the classic mecha, the humanoid robot with a
  pilot riding inside? This is a more recent invention. Although
  remote-control robots had long been a part of comics, film and
  animation, the idea originated in the fertile mind of Japanese manga
  and anime creator Go Nagai, for the pioneering TV series Mazinger
  Z (1972). With a human in the cockpit, action could now take place
  on two levels: dramatic mecha battles and soap opera involving their
  ordinary human pilots. The Mazinger Z robot also had numerous
  special weapons built into it. Latter series introduced combining
  and transforming robots that could shift forms or merge together.
  An entire genre was born — teams of agents using super-powered
  robots, a craze that soon spread to America with shows like Voltron
  and the (newly reborn) Transformers.
  Giant robots came of age with Mobile Suit Gundam (1979),
  the first giant robot show to tell a “serious” war story. Instead of
  its robots being unique inventions run by secret agencies, they
  were mass-produced combat machines, fighting in battle
  alongside tanks or airplanes. While retaining the trappings of 20-
  metre tall robots and dramatic space battles, its core was a hard-
  edged science fiction story focusing on character development in
  the crucible of war. Gundam’s success created a surge in the
  popularity of mecha shows, culminating in Macross (1982,
  dubbed as Robotech), which heightened the elements of soap
  opera romance already implicit in the genre and introduced an
  element of plausibility — with its breathtaking Valkyrie fighters
  — into the transforming robot. They soon transcended anime to
  spawn many RPGs, novels, videos, and computer games, such as
  the long-running BattleTech franchise, and, of course, this game.
  Today, the Gundam and Macross franchises are still alive and
  well, with countless sequels and spin offs. Mecha stories are of
  broader scope than just superhero or war stories, however.
  5
  Mecha�and�d20�System�Classes
  Barbarian
  d20 Mecha can be used to create Viking longships, chariots,
  and similar archaic technology as well as advanced machines.
  Some anime and science fiction novels, however, feature
  Barbarians who operate higher tech level starships or robots that
  are magical in origin or the remnants of a lost civilisation.
  Bard
  A number of anime feature rock stars or idol singers who
  double as warriors in powered armour or giant robots, often as
  guerrillas or vigilantes with a “secret identity.” A multi-classed
  Bard/Mecha Pilot is quite possible.
  Druids�or�Rangers
  These classes generally avoid machines and prefer to fight on
  foot or while riding animals ... but what if a mecha was actually
  an organic, living machine?
  Fighter
  The Fighter class is also very appropriate for giant robot
  pilots who specialise in close combat, such as mecha-gladiators,
  aristocratic mecha-knights, or power-armoured vigilantes. 
  Paladins
  In a mecha-centred campaign, the GM may allow Paladins
  to gain a magical mecha instead of a steed, or find one as the
  culmination of a quest. A Paladin’s mecha will often have the
  Summonable Ability. 
  Rogues
  A mecha is usually too obvious for a Rogue, but even in a
  medieval setting, a pirate or smuggler may own a small, fast boat
  with black cloth sails. In more modern day situations, Rogues may
  want fast cars, speed boats, planes, or starships for smuggling and
  getaways ... probably stolen, of course.
  Clerics,�Sorcerers,�and�Wizards
  At high Levels, these classes may use magic to create mecha
  rather than normal, mundane constructs. Examples can include
  magical flying ship, mechanical steam-golems, or enchanted suits
  of armour that magnify their wearer’s strength. The creation of
  such powerful items are usually best left to non-player characters,
  but their capture or destruction could be the goal of an adventure.
  BESM�d20�classes
  All of the anime-inspired classes detailed in BESM d20 may
  be found aboard a large mecha that serves as a base for the
  characters (like a starship), or be reluctantly drafted into a
  conflict involving mecha. In particular, Students often end up
  piloting giant robots, often eventually multi-classing as Mecha
  Pilots if they survive long enough. Hot Rod characters may design
  their cars or other vehicles using the d20 Mecha system.
  Adventurers, Gun Bunnies, or Martial Artists in modern day or
  science fiction settings may eventually acquire a mecha (often a
  suit of powered armour, helicopter, etc.) for emergencies.
  •• DESIGNER’S NOTE ••
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Chapter 01:�Introduction
  6
  6
  machine that transforms into each. Most Mecha Pilots consider
  themselves elite compared to infantry soldiers, patrol cops, or
  other “ground pounders.” 
  Adventures
  Mecha Pilots may fight for glory, honour, or even loot, but
  most are reluctant warriors, battling because they feel they have no
  choice. The enemy is coming, and they are all that can protect their
  loved ones, their comrades, their country, or their world. Sometimes
  that war has already been lost ... and now they seek revenge.
  Characteristics
  Some Mecha Pilots are chivalrous, hot blooded, and
  confident, but most know war is not a game, whether the foe are
  criminal gangs, terrorists, or the armed forces of rival powers.
  They may ponder over whether to climb into the cockpit again —
  or even consider deserting — but when they actually get on the
  battlefield, they fight to win, using their superior firepower to reap
  lesser adversaries like wheat before a scythe as they smash their
  way toward their opposite numbers. The most famous Mecha
  Pilots — like fighter aces of the past — are renowned for
  situational awareness, the always preternatural “sixth sense” of
  keeping track of everything in the confusion of battle that lets
  them fight many foes at once.
  Background
  Some mecha are operated by steely-eyed professionals who
  graduated from a military academy, others by scarred veterans of a
  hundred battles, and a great many by angst-ridden 14-year-olds
  who’ve barely read the manual. In short, a Mecha Pilot can come
  from any class, race, or background.
  Other�Classes
  The ranks of Mecha Pilots also include many characters of
  other classes. In particular, many groups will include Fighters,
  both as ordinary soldiers and as Mecha Pilots, and Bards are also
  surprisingly common, often in their modern-day incarnation as
  idol singers. Classes from BESM d20 that work especially well in a
  mecha campaign include Sentai Members (often a team of heroes
  will each have their own mecha, which can combine into one giant
  machine), Gun Bunnies (who sometimes acquire powered armour
  mecha suits for heavy-duty combat), Students (who tend to find
  themselves piloting mecha even if they aren’t ready for the job),
  and, of course, Giant Robots (if one or more of mecha themselves
  are intelligent). Adventurers, rather than Mecha Pilots, can be a
  good all-around class to represent the other crew members in a
  starship or similar large vessel. Most importantly, Mecha Pilots
  tend to associate with Tech Geniuses, the engineers and inventors
  who build, maintain, and modify the mecha.
  Hit�Dice�and�Ability�Scores
  The Mecha Pilot uses d8 Hit Dice.
  Class�Skills
  The Mecha Pilot’s BESM d20 class Skills are Computer Use
  (Int), Demolitions (Int), Drive (Dex or Int), Knowledge
  (Electronics, Law, Mechanics, Military Sciences, Police Sciences,
  Strategy) (Int), Navigate (Int), Pilot (Dex or Int), Repair (Dex), and
  Spot (Wis).
  the political-military thriller Gasaraki, the steampunk Sakura Wars,
  the cyberpunk Bubblegum Crisis, and the mecha pro-wrestling-
  themed Metal Fighters Miku, to give a few examples. Anime series
  often meld several genres together, as in the recent Full Metal Panic,
  a show that successfully combines a high school romantic comedy
  with gritty near future counter-terrorist operations involving giant
  robots, nuclear submarines, and cruise missiles.
  d20 Mecha is intended to give GMs freedom to recreate the
  action of any of these mecha anime series, or create your own,
  original setting.
  Mecha�Characters
  “Mecha “ in its broadest sense encompasses everything that
  moves, rattles, and clanks, from the pirate galleon or tramp
  starship that is the “home base” for a group of outlaws to the
  tanks, fighters jets, and powered suits worn by soldiers of the past,
  present, and future. A mecha can just be another tool — but it can
  also be like the golden ring in a fantasy trilogy: a device that lets
  an ordinary person change the fate of the world. In short, the GM
  may to let characters of any class, race, or age operate mecha ... if
  the campaign is carefully designed around it.
  In game terms, this means that GMs should not be too shy
  about giving out powerful mecha to starting characters, if the
  game’s concept supports it, whether this is one “free” mecha to
  serve as a mobile home for the entire group of player characters,
  or individual equipment for members of an organisation or team.
  As long as their adversaries have equally powerful toys (or, more
  often, somewhat less powerful ones, but in greater numbers)
  game balance does not suffer, and if the GM wants to start with an
  epic-powered game, this can be a more manageable and playable
  alternative to simply boosting everyone’s Level.
  Nevertheless, some mecha campaigns will benefit from a more
  structured approach, in which the power of the mecha available to
  characters rises gradually as they confront challenges and gain
  Levels. This, too, is mirrored in many anime series, especially long-
  running military sagas; characters rise in rank, and in fighting
  prowess. While their mecha rarely improve with them, they often
  receive upgraded models at periodic intervals as technology
  advances and they’re assigned new prototypes. For example, after
  three seasons (or 30-40 game sessions) a 30- foot “Gear Striker” has
  become the Super Armoured Zeta Gear Striker, 90-foot tall and
  transformable into a space battleship. To this end, a Mecha Pilot
  character class is detailed below; the Mecha Commander prestige
  class is on page 7. This class is suitable for games where characters
  are members of a military or paramilitary hierarchy.
  Mecha�Pilot
  The character is a military Mecha Pilot in a modern military
  or paramilitary force. He or she might be a member of the armed
  forces, a SWAT team, or even a freelance mercenary, and could
  operate a giant robot, jet fighter, helicopter, or tank ... or a
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Chapter 01:�Introduction
  7
  Heightened�Awareness
  At Level 2, the character gains a +2 bonus to any awareness
  (Spot, Listen, etc.) checks that he or she makes. This bonus
  increases to +4 at 11th Level.
  Aura�of�Command
  The Mecha Pilot possesses a natural knack for leadership
  that grows as his or her confidence increases. The pilot can inspire
  allies or subordinates into following him or her into dangerous
  situations they might otherwise avoid or never consider
  undertaking. The number of people he or she can directly inspire
  at any given time is shown in parenthesis on the progression table.
  For example, a 6th Level character can directly inspire 2 people.
  Aura of Command’s effects should be role-played, but one
  practical benefit allows the leader to add his or her Will save
  bonus (if higher) to his or her subordinates in any situation where
  they must make a Will save to avoid fear or panic. Few leaders
  have an Aura of Command sufficient to inspire their entire force at
  once. They usually concentrate on key individuals (such as
  immediate subordinates) and hope the actions of these people will
  encourage others to follow them.
  Bonus�Feat
  The character may select a bonus Feat. This Feat may be any
  of the Mecha Feats (page 9) or a Giant Robot Fighting Feat (page 9).
  Organisational�Ties
  Most Mecha Pilots belong to some form of organisation, such
  as a military force. At Level 5, the character is trusted by the
  organisation and can rely on it for occasional support and favours
  (such as the support given to a military officer, experienced
  sergeant, or police detective). At Level 10, the character has
  respected status and considerable tactical responsibility in an
  organisation (such as a fighter squadron leader or company
  commander). At Level 14, he or she may have operational
  responsibility and will often assist in or make strategic decisions
  (such as an army colonel or the captain of an important warship).
  At Level 18, the pilot has reached senior rank in the organisation
  (such as the rank of a military general). For those characters who
  avoid responsibility, organisational ties may represent increased
  reputation and value to the organisation, and the willingness of the
  organisation to cut them slack in exchange for their support.
  Mecha�Commander
  The Mecha Commander is a tactician and operational
  strategist. He or she may command from a ship’s bridge, an
  underground secret base, a flying fortress above the clouds, or at
  the head of a squadron of giant robots. He or she need not be a
  Mecha Pilot. Some work their way up through the ranks and “lead
  from the front” while others may be chosen for their strategic
  ability or force of will.
  Requirements
  To qualify, the character must fulfil all the following criteria:
  Aura of Command: 1+ ranks. Organisational Ties (in a military or
  paramilitary force): 1+ ranks. Knowledge (Strategy or Military
  Science): total 3 or more ranks.
  Skill�Points�at�1st�Level�
  (4 + Int Modifier) x 4
  Skill�Points�at�Each�Additional�Level�
  4 + Int modifier
  Class�Features
  All of the following are class features of the Mecha Pilot:
  Mecha�Pilot�Feat�Package
  The Mecha Pilot gains these Bonus Feats at 1st Level: Mecha
  Weapon Proficiency [one type], Personal Firearms Proficiency,
  and [Mecha] Operation. 
  Personal�Gear
  A 1st Level Mecha Pilot possesses a basic set of equipment.
  Typically, this is a flight suit or space suit and a sidearm.
  Mecha
  At 1st Level, the character receives an appropriate mecha
  constructed from 400 Mecha Points (see page 12). Every 4 Levels,
  the Mecha Pilot either makes significant upgrades to his or her
  mecha, or receives a more powerful replacement mecha; the
  Mecha Point total increases by 400 Points for each upgrade.  This
  should be justified by in-game events. It could represent his or her
  organisation providing a better prototype machine, or new parts.
  If the mecha is magically bonded to the pilot, it may represent it
  growing in power as he or she grows in heroic stature. It is up to
  the GM whether or not to let the new or upgraded mecha be
  designed by the player.
  7
  Attack
  Level
  Bonus
  Ref Will Fort Special
  1
  +0
  +2 +0
  +0 Mecha (+400 Mecha Points), Mecha
  Pilot Feat Package, Personal Gear
  2
  +1
  +3 +0
  +0 Heightened Awareness (+2)
  3
  +2
  +3 +1
  +1 Aura of Command (1 person)
  4
  +3
  +4 +1
  +1 Mecha (+400 Mecha Points)
  5
  +3
  +4 +1
  +1 Bonus Feat, Organisational Ties
  6
  +4
  +5 +2
  +2 Aura of Command (2 people)
  7
  +5
  +5 +2
  +2 Bonus Feat
  8
  +6/+1
  +6 +2
  +2 Mecha (+400 Mecha Points)
  9
  +6/+1
  +6 +3
  +3 Aura of Command (10 people)
  10
  +7/+2
  +7 +3
  +3 Organisational Ties
  11
  +8/+3
  +7 +3
  +3 Heightened Awareness (+4)
  12
  +9/+4
  +8 +4
  +4 Mecha (+400 Mecha Points), Aura of
  Command (50 people)
  13
  +9/+4
  +8 +4
  +4 Bonus Feat
  14
  +10/+5
  +9 +4
  +4 Organisational Ties
  15 +11/+6/+1
  +9 +5
  +5 Aura of Command (200 people)
  16 +12/+7/+2 +10 +5
  +5 Mecha (+400 Mecha Points)
  17 +12/+7/+2 +10 +5
  +5 Bonus Feat
  18 +13/+8/+3
  +11 +6
  +6 Organisational Ties
  19 +14/+9/+4
  +11 +6
  +6 Bonus Feat
  20 +15/+10/+5 +12 +6
  +6 Mecha (+400 Mecha Points)
  •• MECHA PILOT LEVEL PROGRESSION ••
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  his or her orders when necessary, as if they were professional
  soldiers. If it fails, they will continue to act like ordinary
  teenagers: get scared, act like spoiled brats, run away, etc. New
  checks may be required whenever something happens that
  might break their morale — they are ordered to kill someone
  they know, see a friend die, become homesick, etc. The DC
  depends on the situation; the GM may wish to use the
  guidelines in the Handle Animal Skill.
  Battle�Plan
  If the character takes at least (11 minus the Mecha
  Commander’s Class Level) minutes to formulate and describe a
  battle plan to his or her allies in advance of actual combat, and
  they follow it in regard to their pre-battle disposition (marching
  order, formation, etc.), it grants an Initiative bonus to all
  members of the group, including the character him or herself.
  The bonus is +1 at 2nd Level and an additional +1 every three
  Levels. The bonus becomes a penalty, however, if the battle plan
  is revealed to the enemy (by treachery, mind-reading, etc.). In
  order to formulate a battle plan, the commander must know the
  exact number of his or her allies, their equipment, and the
  location and terrain of the battle. If this changes (perhaps he or
  she makes the plan too early), the bonus is lost. The character
  gains an additional +1 bonus if he or she has accurate
  intelligence on the enemy’s capabilities or plans; it is up to the
  GM whether or not this bonus should be applied. A group of
  allies can only benefit from one battle plan at any one time. The
  time required to formulate a battle plan assumes the character is
  planning for a small force of platoon size or less — a half dozen
  mecha, or under 50 combatants. Planning a larger battle may
  take proportionately longer, at the GM’s option.
  Saint�Crispin’s�Day
  At 9th Level, a Mecha Commander gains the ability to, once
  per game session, deliver an inspiring speech that provides major
  benefits to allies who listen to it. The speech takes one minute (10
  rounds) and gives the same effect as a Hope, Rage, or Hate
  Emotion spell (see Player’s Handbook, Spells), although it is not a
  spell. The commander decides which spell effect to apply. The
  speech affects only those individuals within the leader’s Aura of
  Command; others may be inspired, but gain no game benefit. The
  effects last for a number of minutes equal to 10 times his or her
  Charisma bonus (minimum 10 minutes).
  Skills�and�Mecha
  The following Skill is of special use when operating mecha.
  Computer�Use
  When using d20 mecha, GMs should add the following
  specialisations to the Computer Use skill: Sensors, Cammoflauge
  Gear, and Electronic Counter Measures. These specialisations
  reflect the specific computer technology found on most mulitary
  vehciles. Computer Use is used in place of Spot Checks when using
  vehicle sensors (other than Optics, which uses the Spot Skill).
  Chapter 01:�Introduction
  8
  8
  Hit�Dice�and�Ability�Scores
  The Mecha Commander uses d8 Hit Dice.
  Class�Skills
  The Mecha Commander’s BESM d20 class Skills are Bluff
  (Cha), Diplomacy (Cha), Gather Information (Cha), Hide (Wis),
  Intimidate (Cha), Knowledge (Geography, Military Science,
  Strategy) (Int), and Sense Motive (Wis).
  Skill�Points�at�1st�Level�
  (6 + Int Modifier) x 4
  Skill�Points�at�Each�Additional�Level�
  6 + Int modifier
  Class�Features
  Bonus�Feat
  The character may select a bonus Feat. This Feat may be any
  of the Mecha Feats (page 9) or a Giant Robot Fighting Feat (page 9).
  Tactical�Advice
  As an attack action, the Mecha Commander can offer tactical
  advice to all occupants of a single mecha (it can include his or her own
  mecha’s crew, but not his or her own self). The mecha’s location must
  be precisely known, and they must be in voice or communication
  range. This advice provides either a competence bonus on attack rolls,
  on Spot (or Computer Use) and Hide checks, or a dodge bonus to
  Defence, at the commander’s option. The bonus equals the higher of
  his or her Wisdom or Intelligence bonus (minimum +1). Its duration,
  in rounds, equals the number of ranks he or she has in the Knowledge
  (Strategy) Skill. The Commander can delay activation of the bonus,
  however, until a specific event described by the commander is
  observed by the ally (such as, “the enemy attacks” or “you advance
  into the town”), provided that is within the same day. The
  commander may use the Tactical Advice ability no more times daily
  than shown on the class progression table. 
  Handle�Recruits
  At 2nd Level, a Mecha Commander can transform recruits
  (often teenagers ranging from 12-17 year olds) into motivated
  warriors. The Mecha Commander must spend at least 3 hours a
  day on the trainee group over the prior week to have any
  influence. A DC 15 check is required; add the commander’s
  Charisma bonus and +1 every two class Levels. If the check
  succeeds, the commander can motivate them to fight and obey
  Attack
  Level
  Bonus
  Ref Will Fort Special
  1st
  +0
  +0 +2
  +2 Bonus Feat, Tactical Advice 1/day
  2nd
  +1
  +0 +3
  +3 Battle Plan gives +1 Initiative; Handle
  Recruits
  3rd
  +2
  +1 +3
  +3 Bonus Feat
  4th
  +3
  +1 +4
  +4 Tactical Advice 2/day
  5th
  +3
  +1 +4
  +4 Battle Plan gives +2 Initiative
  6th
  +4
  +2 +5
  +5 Bonus Feat
  7th
  +5
  +2 +5
  +5 Tactical Advice 3/day
  8th
  +6/+1
  +3 +5
  +5 Battle Plan gives +3 Initiative
  9th
  +6/+1
  +3 +6
  +6 Bonus Feat, Saint Crispin’s Day
  10th
  +7/+2
  +4 +7
  +7 Tactical Advice 4/day
  •• MECHA COMMANDER LEVEL PROGRESSION ••
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Chapter 01:�Introduction
  9
  piloting that size of mecha. Your ability only applies to giant
  robot-class mecha, not to suits or vehicles.
  Prerequisite: Dex 13+, Driving or Pilot 3+ Ranks
  Benefit: When piloting a mecha, you may designate an
  opponent of any sort (mecha, character, etc.) and receive a +1 dodge
  bonus to Defence against attacks from that foe. You may select a new
  opponent to dodge on any action.
  Giant�Robot�Fighting
  You are proficient in the fine control of a giant humanoid
  fighting machine. If you are piloting a mecha suit, or a giant robot
  that has the same general limb configuration as your own body (if
  a human, that means two arms and two legs), you may use certain
  Feats with it.
  Prerequisite:�Giant Robot Dodge, Driving or Pilot 6+
  Ranks
  Benefit:� If you know any of the Feats detailed in the
  Giant Robot Fighting Feats Table (below), you may apply them to
  your mecha as if it was the character. Moreover, those Feats that
  require a Strength prerequisite may be learned even if you lack
  sufficient Strength, but only used when you are piloting your giant
  robot (provided your robot has sufficient Strength). If you later
  increase your Strength, you can use them on your own.
  Normal:�You may not use the Feats below while in a giant
  robot if you lack this Feat. You may not use them at all while in a
  vehicle. You are not restricted from using them while in a suit.
  Special:� The Endurance, Run, and Stunning Fist Feats
  cannot be used by a giant robot. Bull Rush, Improved Bull Rush,
  and Improved Unarmed Strike Feats are unneeded, since mecha
  attacks do not count as “unarmed.”
  Armour�Proficiency�(Mecha�Suit)
  The character is proficient with mecha suits that are worn
  rather than driven, such as powered armour.
  Prerequisite:�None
  Benefit:� The armour check penalty applies only to
  Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick
  Pocket, and Tumble checks.
  Normal:�A character without this Feat wearing a mecha suit
  suffers its armour check penalty on attack rolls and on Dex- or Str-
  based Skill checks.
  Special:� The character can don or remove a mecha suit
  that has a Start-Up Time Defect (page 36) in half the normal time.
  Drive�(or�Pilot)
  Relevant Ability:
  Intelligence or Dexterity
  Specialisation:
  Drive: Big Rig (large trucks), Car, Motorcycle,
  Small Truck (vans, pick-ups), Tank, etc.
  Pilot: Heavy Airplane, Helicopter, Jet Fighter,
  Light Airplane, Spacecraft
  The ability to operate a powered vehicle. Skill checks are
  only necessary in difficult situations such as performing vehicular
  stunts, avoiding hazards, etc. The Pilot skill is used for air/space
  vehicles.
  Check
  Routine tasks, such as ordinary driving, do not require a
  Skill check. Make a check only when some unusual circumstance
  exists (such as inclement weather or an icy surface), or when the
  character is driving during a dramatic situation (the character is
  being chased or attacked, for example, or is trying to reach a
  destination in a limited amount of time). When driving, the
  character can attempt simple manoeuvres or stunts.
  Try�Again?
  Most driving/piloting checks have consequences for failure
  that make trying again impossible.
  Special
  A character can take 10 when driving/piloting (if not in
  combat or otherwise threatened or distracted), but cannot take 20.
  There is no penalty for operating a general-purpose vehicle. Other,
  specalised types of vehicles require the corresponding [Mecha]
  Operation Feat, or the character takes a -4 penalty on Drive checks.
  Time
  A Drive check is a move action.
  Feats�and�Mecha
  Most Feats can be used from a mecha without any problem.
  For example, a character with the Far Shot Feat can apply that to a
  mecha’s weapons, while one with Alertness gets the same bonus
  when using a mecha’s sensors. You could even use Brew Potion
  inside a mecha, provided it had a lab.
  Exceptions to this are Feats that require a near-human level of
  physical co-ordination or agility, such as Cleave or Whirlwind Attack.
  These require a mecha with limbs (a giant robot or suit) to use, and
  may require a special prerequisite Feat — see Giant Robot Fighting.
  Feats�and�BESM�d20
  BESM d20 includes several Attributes that can replace standard
  Feats. d20 Mecha includes specific Feats for use by GMs running other
  d20 games, however.
  Mecha�Feats
  The following additional Feats are used in d20 Mecha.
  Giant�Robot�Dodge
  You are especially adept at defensive manoeuvres while
  operating a giant robot. Select a size of giant robot (such as
  gargantuan or colossal). You are adept at dodging attacks while
  9
  Ambidexterity
  Blind-Fight
  Cleave
  Dodge
  Expertise
  Great Cleave
  Improved Critical
  Improved Disarm
  Improved Initiative
  Improved Trip
  Improved Two-Weapon Fighting
  Mobility
  Power Attack
  Quick Draw
  Shot on the Run
  Spring Attack
  Sunder
  Two-Weapon Fighting
  Whirlwind Attack
  •• GIANT ROBOT FIGHTING FEATS ••
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Chapter 01:�Introduction
  10
  10
  (Mecha)�Operation
  This is several different Feats, sometimes known as Aircraft
  Operation, Spacecraft Operation, Surface Vehicle Operation, etc.
  Select a GM-defined class, such as heavy aircraft, helicopters, jet
  fighters, spacecraft, starships, heavy wheeled, powerboat,
  sailboat, ship, submarine, tracked, giant robot, etc. The character
  is proficient at operating that class of mecha.
  Prerequisite: Pilot Skill 4+ Ranks for air or spacecraft;
  Drive Skill 4+ Ranks for surface craft.
  Benefit:�The character takes no penalty on Drive or Pilot
  checks or attack rolls made when operating a craft of the selected
  class.
  Normal:� Characters without this Feat take a -4 penalty on
  Pilot or Drive checks made to operate a mecha (giant robot or
  vehicle), and on attacks made with its weapons. Exception: there is
  no penalty when a character with appropriate Skill operates a
  simple general-purpose vehicle, such as a light propeller aircraft (if
  he has Pilot) or an automobile or van (if he has Drive). 
  Special:�The character can gain this Feat multiple times.
  Each time the character takes the Feat, the character selects a
  different class of mecha.
  Mecha�Weapon�Proficiency
  The character is proficient with a specific type of ranged
  weapons used by mecha — Artillery (indirect fire weapons such as
  Howitzers), Gunnery (heavy machine guns, tank guns and other
  vehicle-mounted direct-fire weapons), or Launchers (rocket and
  missile launchers). 
  Prerequisite:�None
  Benefit: The character makes attack rolls with the
  weapon normally.
  Normal:� A character who uses a weapon without being
  proficient with it takes a -4 penalty on attack rolls.
  Special:� A character can gain this Feat multiple times.
  Each time a character takes the Feat, he or she selects a different
  weapon group.
  Personal�Firearms�Proficiency
  Benefit:� The character can fire any personal firearm
  without penalty.
  Normal: Characters without this Feat take a -4 penalty on
  attack rolls made with personal firearms.
  Vehicle�Dodge
  Prerequisite:�Dex 13+, Drive or Pilot Skill 6+ Ranks
  Benefit: When piloting or driving a vehicle (not a giant
  robot or suit), during the character’s action, the character
  designates an opposing vehicle or a single opponent. The
  character’s vehicle and everyone aboard it receive a +1 dodge
  bonus to Defence against attacks from that vehicle or opponent.
  The character can select a new vehicle or opponent on any action.
  Normal:� Characters operating mecha suits use the
  ordinary Dodge Feat instead. Characters operating giant robots
  may use the Dodge Feat if they have the Giant Robot Fighting Feat.
  •• MECHA MID-TRANSFORMATION ••
  Electronic�Warfare
  The character is an expert at using sensors
  Prerequisite:�Int 11+; Computer Use Skill 2+ Ranks
  Benefit: The character can perform Computer Use
  checks with mecha sensors (such as radar) without penalty.
  Normal:� Characters without this Feat make Computer
  Use checks using mecha sensors at -4 penalty.
  Special:� If the character takes a full action to monitor a
  sensor, he or she gets a +2 bonus on Computer Use checks with it.
  Mechamorphosis
  The character is an expert at using mecha with exotic
  mechanical metamorphosis abilities.
  Prerequisite:�Dex 13+
  Benefit: If operating a transforming or combining
  mecha, the character can transform or combine using a move
  action. The character may apply his or her Dex bonus to Defence
  when transforming or combining. 
  Normal: Characters without this Feat must take a full
  action to transform or combine, and are flat-footed on the round
  that they do so.
  Special: In the case of a combining mecha, all characters
  must have this Feat to gain the bonus.
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  MECHA�DESIGN
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Chapter 02:�Mecha�Design
  12
  12
  In d20 Mecha, a “mecha” is any vehicle, suit, construct, or
  giant robot built with Mecha Points.
  The word mecha is both singular and plural, just like
  “samurai” or “ninja.”
  Mecha�Points
  Each mecha design will cost a certain number of Mecha
  Points depending on its statistics and qualities. Mecha Points are
  an abstract representation of the qualitative value of the mecha. A
  character gains a number of Mecha Points depending on his or
  her access to resources as well as the character’s importance in
  organisations — see Starting Mecha Points, below.
  Starting�Mecha�Points
  The chart below provides examples of Mecha Point power
  levels. The equivalent Ranks of the Own a Big Mecha Attributes
  from BESM d20 are also indicated.
  Mecha�Design
  This chapter provides rules for creating mecha of all sorts,
  from oared galleys and Gnomish war machines to cars, main
  battle tanks, airplanes, submarines, powered armour ... and giant
  robots.
  d20 Mecha is an effects-based system. Start with a general
  concept for a giant robot, suit, or vehicle, and use these rules to
  translate it into game mechanics. The system is concerned with
  what a mecha does, not the nuts-and-bolts details of what
  technology is or isn’t available in a particular setting. That is up to
  the GM.
  There is no need to keep track of weight, money, power,
  volume, or other considerations of that nature. Instead, an
  abstract “Mecha Point” game mechanic rates relative capability of
  the mecha design. The section Mecha Point Equivalent (page 47)
  explains how to translate Mecha Points into other units, such as
  experience levels, gold pieces, dollars, or wealth checks.
  What�is�a�Mecha?
  In Japan, “mecha” is used to refer to the various mechanical
  designs created for an anime series, from ordinary cars and
  motorbikes to robots and starships. Big piloted robots are just
  called “robots,” although most anime series adopt their own term
  for them, like “mobile suits,” “armoured troopers” or “arm slaves.”
  In the west, “mecha” is sometimes used in the Japanese
  sense, and sometimes to refer to piloted robots.
  Street or Soldier Level 200 Mecha Points. This will buy the kind
  of vehicles and mecha one would expect
  in a game about street-level operatives,
  like bounty hunters or gangsters. A bullet-
  proof hotrod, for example. It is also
  suitable for a team of modern soldiers.
  Thus, a crew of four player-characters
  could pool their Mecha Points and buy an
  M1 Abrams tank.
  Agent Level 400 Mecha Points. This will buy the kind of
  gear that super agents or cyberpunk anime
  heroes have. Personal powered suits, for
  example, or a “do anything” spy car.
  Mecha Troopers Level 800 Mecha Points. This will buy a one-
  man mecha roughly as powerful as a
  modern-day battle tank or jet fighter A
  group of characters who pool their Mecha
  Points could buy a small fighting ship or
  space cruiser. Many giant robot anime
  shows have mecha at this power level.
  Super Mecha Level 1,200 to 1,600 Mecha Points. This will buy
  a mecha that is far beyond any modern day
  fighting machine. This is the standard
  power level for mecha in giant robot shows
  where the heroes’ mecha are far tougher
  than the typical “grunt” mecha (usually
  built on 800 Points) they face.
  Guardians Level 2,000 to 2,400 Mecha Points. This will buy
  a mecha that is potentially world-shaking
  in its power. Campaigns similar to anime
  series where the characters are a small
  group of teenagers who are the only beings
  preventing the destruction of Earth will
  often start with mecha at that this level.
  Personal Gear
  Own a Big Mecha Level 1
  Own a Big Mecha Level 2
  Own a Big Mecha Level 3 or 4
  Own a Big Mecha Level 5 or 6
  •• MECHA POINT EQUIVALENTS ••
  Metric�and�Imperial�Systems
  Since some d20 System games use Imperial measurements
  and some use metric, d20 Mecha uses both. Most values are given
  both in Imperial and Metric equivalents; both are rounded
  apropriately for simplicity.
  •• DESIGNER’S NOTE ••
  Science�vs.�Magic,�Reality�vs.�Fantasy
  Although some of the text that follows for the mecha creation
  rules uses modern, scientific terminology, players and GMs should
  not feel constrained by this. The rules herein are intended to allow
  total freedom in mecha creation, be it ultra-realistic military
  vehicles, sea galleons from the age of piracy, super-science
  starships of epic space opera, or magical mecha in a fantasy
  setting. The most important thing one should keep in mind while
  looking at the mecha creation rules are the rules themselves. If one
  wants to have Explosive Reactive Armour (page 28) on his or her
  sea galleon, the player should not feel restricted against doing so by
  the fact that such high-tech armour did not exist in the age of
  pirates. The Explosive Reactive Armour could represent additional
  layers of armour on the ship’s hull which provides protection
  against attacks in a similar game mechanical fashion as the ERA
  rules despite the fact that the real-world effect is different. Never let
  the text constrain your imagination.
  •• DESIGNER’S NOTE ••
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Chapter 02:�Mecha�Design
  13
  mecha must follow a particular theme. For example, “each
  character must have a personal medium-size mecha suit” or “all
  mecha must be submarines” or “everyone should have a gargantuan
  or colossal giant robot that can travel in space.” The GM may ask
  players to revise their mecha designs to fit the game setting.
  Design a mecha by selecting various characteristics, such as
  Hit Points, Armour, occupancy, or special abilities or weapons.
  Each has a Mecha Point cost; sometimes this is positive,
  sometimes negative. 
  Add all the costs together to find the Total Mecha Point Cost.
  This is the number of Mecha Points that it costs to start with this
  mecha, or the total used in any Mecha Point Equivalence formula.
  There is no cost for a mecha’s Type or Size, since the
  advantages and disadvantages tend to balance.
  Designing�a
  Mecha�and�its
  Mecha�Point�Cost
  Mecha design is a multi-step process, much like character
  creation. It is up to the GM whether players can design their own
  mecha or whether they must select them from existing designs.
  If the GM allows players to design their own mecha, he or she
  should specify how many Mecha Points are available. The GM may
  decide that only Mecha Pilots (page 6) and Mecha Commanders
  (page 7) can own mecha. Additionally, the GM must indicate
  whether any particular abilities are required or forbidden, or if the
  13
  Mecha�Statblock
  Like creatures, mecha have a number of statistics. After a
  mecha is designed, record it using this format:
  (Mecha’s�Name)
  Type:�Whether the mecha is a suit, giant robot, or vehicle.
  Class:�The general category of mecha, like “sailing ship” or “main
  battle tank.” This is up to the designer to specify; the classes are
  not defined by the rules. This determines what Skills or Feats are
  needed to operate the mecha.
  Size:� The mecha’s size, which may range from fine to colossal.
  Most mecha designed to carry human-sized passengers will be
  medium-sized or larger. List the longest dimension and mass in
  parenthesis, for example: “Colossal (70’ tall, 100 tons).”
  Hit�Points:�The mecha’s Hit Points, for example “200 HP.” 
  Occupants:�The number of medium-sized occupants the mecha
  transports. If the mecha has both crew and passengers it will have
  two entries separated by a slash. The second is passengers.
  Cargo:�The cargo the mecha can carry. This will specify either (lbs.
  or kg).
  Armour:�The mecha’s damage reduction. 
  Defence:� The mecha’s defence, factoring in the values from
  Armour (if any) and size. (The value listed in brackets is for use
  with BESM d20’s rules for Armour Class)
  Strength:� The mecha’s strength ability. This is only listed for
  giant robots and suits, not for vehicles.
  Land� Speed� (or� Air� Speed,� etc.): The mecha’s top
  speed in the specified environment, in mph or kph, with the
  combat speed (usually in feet, metres, or squares) noted in
  parenthesis. Follow underwater speed with the depth it can dive
  and an air speed entry with the ceiling (for example, Ceiling:
  12,000’). If space flight, list thrust in G (for example, 3 G) and if
  realistic space flight, also G-rounds and a parenthetical delta-V. If
  the mecha is a suit, or has FTL, a multiplier is given instead of an
  actual speed, such as land speed x2.
  Handling:� The mecha’s Initiative and Manoeuvre modifiers. List
  Initiative first, then Manoeuvre, separated by a slash. Some d20
  System games use a single Handling modifier instead of two statistics.
  If so, list it with (handling) in parenthesis to prevent confusion.
  Special�Abilities: The other capabilities possessed by the mecha,
  such as sensors or an ejection seat. Special abilities are listed one
  at a time in alphabetical order. If a special ability requires an
  additional notation, for example, the range of a sensor, list it in
  parenthesis.
  Exotic� Abilities:� Any exotic abilities possessed by the mecha,
  along with their any parenthetical notes regarding their capabilities.
  Exotic abilities include Force Field, Merging, Summonable, and
  Transformation. If an exotic ability has an additional notation, list it
  in parenthesis.
  Defects: List any overall flaws the mecha possesses, such as being
  Flammable or a Hangar Queen. Defects are listed one at a time in
  alphabetical order (for example, Defects: Flammable; Hangar
  Queen; Windows). If the Defect has an additional note, list it in
  parenthesis — for example, Reduced Endurance (3 days).
  Weaponry:� The names of the weapons built into or carried by
  the mecha. Each weapon that is designed will be given its own stat
  block — see Weapons, page 37.
  Required�Feats�or�Skills: Any Feats or  Skills required to
  operate the mecha, such as Pilot. Note (Feat) or (Skill) in
  parenthesis afterward if it is unclear whether a Feat or Skill is
  being referenced.
  Cost:� The total Mecha Point cost of the mecha. If desired, a
  conversion to dollars, credits, gold pieces, or other Points may be
  listed in parenthesis. For example, “Cost: 100 Mecha Points
  (20,000 gp).”
  Mecha that can transform or merge may have multiple stat
  blocks.
  Optionally list the individual Mecha Point costs (positive or
  negative) after each entry, for ease of modification, or, if a player,
  to help the GM check your totals. If so, use the abbreviation MP
  for Mecha Points and list the cost in brackets after the entry — for
  example, Hit Points: 10 HP [20 MP].
  •• DESIGNER’S NOTE ••
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Step�1
  Choose�Mecha�Type
  There are three broad types of mecha. Decide which to
  create: a Suit, a Giant Robot, or a Vehicle.
  Suit
  A form-fitting suit of armour, worn rather than driven. This
  includes exoskeletons and powered armour suits that are  no more
  than 1.5 times as large as the wearer. A suit has no room for extra
  gear: the Operator must wear tight or no clothes, no armour (except
  for ultra-tech skintight armour), and bring no extra equipment.
  Giant�Robot
  A giant robot is a piloted humanoid or animal-shaped vehicle
  that is larger than its Operator and has creature-like agility and/or
  manipulatory ability, via means of limbs and/or a flexible body and
  jaw. A giant robot could be anything from a humanoid fighting
  machine to a mechanical sea monster. If it stays on the ground, and
  moves at less than High Speed (750’/round), a giant robot has the
  advantage that it moves like a character or creature — there is no
  need to use the vehicle movement rules when it goes into combat.
  Vehicle
  A vehicle is a piloted mecha that is notably larger than its
  pilot and not classed as a giant robot. Vehicles include everything
  from ordinary wagons and cars to pirate galleons and space
  battleships. A machine with a simple bulldozer blade or tow arm
  is still considered a vehicle rather than a giant robot, since it lacks
  any flexibility of movement. Since vehicles do not acquire
  Strength, they are cheaper than giant robots.
  Step�2
  Choose�Size
  Decide how big the mecha is. The appropriate sizes for
  mecha are: fine, diminutive, tiny, small, medium, large, huge,
  gargantuan, or colossal.
  There are two restrictions on size:
  If creating a mecha suit, it must be the same size as the
  intended wearer. A suit for a human is medium size; a suit worn
  by a colossal dragon will also be colossal.
  If creating a vehicle or giant robot, it must be at least one
  category larger than the largest being it is intended to carry. Thus,
  a giant robot or vehicle big enough for a human to ride inside
  must be at least large. 
  Many giant robots or vehicles will be more than one size
  category larger than their intended occupants. Exception: If the
  occupant will ride on it, like a bike or surf board, it can be up to
  two sizes smaller. 
  Specify its dimensions (tall) or (long). Most vehicles are
  long; suits and giant robots tend to be tall if humanoid, or long
  Chapter 02:�Mecha�Design
  14
  14
  Concept
  Decide on the basic concept of the mecha and how many
  Mecha Points you will spend on it. Here are some possible concepts:
  Aircraft
  These could be airplanes, helicopters, wind-powered sky-
  boats, or swift anti-gravity flyers.
  Armoured�Fighting�Vehicles�(AFV)
  Conventional battle tanks, troop-carrying APCs, or tiny
  mini-tanks for city fighting.
  Piloted�Giant�Robot
  The classic humanoid battle machine with Operator riding
  inside the cockpit.
  Monsters
  GMs can also use the mecha rules to design giant-monsters-
  that-ate-Tokyo.
  Organic�Mecha
  These living machines can be anything from a powered suit
  to a battleship.
  Powered�Armour�
  A form-fitting suit of strength-amplifying armour.
  Spaceship
  Small scoutships, sleek starfighters, rusty tramp freighters,
  or giant battleships and carriers.
  Super-Car
  It looks like a car but it may be bulletproof, drive underwater,
  or even fly.
  Transforming�Mecha
  A motorcycle that turns into powered armour, for example,
  or a big humanoid robot that becomes a fighter plane.
  Watercraft
  How about a sleek and deadly submarine, a powerful
  battleship, a stately galleon, or a fast hydrofoil?
  Design�Checklist
  Once the concept has been established, follow this
  procedure to design the mecha:
  1. 
  Choose Mecha Type (page 14).
  2. 
  Choose Size (page 14).
  3. 
  Choose Hit Points (page 15).
  4. 
  Choose Occupants and Cargo (page 15).
  5. 
  Choose Armour (page 16).
  6. 
  [Optional]: Choose Defence modifier (page 16). Calculate Defence.
  7. 
  Choose Strength, (if a giant robot or suit (page 18).
  8. 
  Choose Speed (pages 18).
  9. 
  Choose Handling (page 22).
  10. Choose Special Abilities (pages 24).
  11. Choose Exotic Abilities (pages 31).
  12. Choose Defects (page 34).
  13. Design Weapons (pages 37).
  14. Add up all Mecha Point costs. This gives the actual cost. 
  15. Determine what Skills or Feats are needed to control the mecha.
  16. Record the mecha’s statistics, and give it a cool name,
  description, and background.
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Chapter 02:�Mecha�Design
  15
  The overlap between size categories is intentional, since a
  smaller mecha might be tougher than a larger one if made from
  especially durable materials. Hit Points on the lower end of the
  scale are appropriate to mecha that are smaller or more lightly
  built within a category; larger or heavier mecha have more HP.
  Mecha�Point�Cost:�Base Hit Points are 0 if medium
  size or smaller, 10 if large, 20 if huge, 40 if gargantuan, 100 if
  colossal. Each extra HP beyond base HP costs 2 Mecha Points.
  Step�4
  Choose�Occupants�and�Cargo
  A mecha suit’s occupancy is a single person whose size is the
  same as that of the suit. Thus, if the suit is medium size, it is usable
  with a medium-sized occupant. A suit has no cargo capacity.
  Occupants
  For vehicles and giant robots, decide how many medium-
  sized occupants are carried. An occupant may be a crew member or
  passenger, usually seated but sometimes standing. The maximum is
  1 if small, 2 occupants if medium, 4 if large, 10 if huge, 20 if
  gargantuan; if a colossal mecha, the only limit is the optional
  realism consideration detailed under Maximum Loads (page 16).
  There are two types of occupants for a giant robot or vehicle:
  Operators are crew members who can use the mecha’s systems
  in action: pilots, gunners, battery commanders, as well as equipment
  operators who main crucial systems such as sensors or
  otherwise. Specify the mecha’s longest dimension (height if tall,
  length if long) and empty weight, choosing from within the
  available ranges given on the Size and Weight chart. 
  Some examples of common mecha sizes:
  Medium�size:�Powered armour, motorbike, dinghy. 
  Large: A small car, speedboat, van, limousine, or light
  airplane. An 8-16’ (2.5-5 m) giant robot.
  Huge:� A large car, small armoured personnel carrier
  (APC), a truck, WWII-era fighter. A 16-32’ (5-10 m) giant robot.
  Gargantuan:�A large AFV or truck, a medium aircraft,
  railway car or locomotive, tramp freighter. A 32-64’ (10-
  20 m)+ giant robot.
  Colossal:�Anything larger, from the size of a jumbo jet to
  a giant starship. A 64’ (20 m)+ giant robot.
  Step�3
  Choose�Hit�Points�(HP)
  Hit Points measure the damage a mecha can sustain before being
  knocked out of action. The “base” column lists the default values.
  The examples are for Hit Points using the same scale as d20
  Modern, and are well balanced against modern weapons. HP vary
  widely in different d20 System games, however — assign
  whatever HP value best fits your own game setting. For other
  examples of Hit Points, see the sample mecha designs.
  15
  Mecha�Hit�Points
  d20 Mecha (like d20 Modern) assumes that vehicles and
  other mecha will have far fewer Hit Points than equivalent-sized
  creatures. This is because they possess Armour. Tanks and other
  vehicles — including giant robots — can only sustain a few
  penetrating shots from heavy cannon or missiles before they are
  destroyed. d20 Mecha reflects this reality, as it closely fits the
  cinematic paradigm of fast and furious anime dogfight action. 
  This approach, however, need not suit every game. In some
  settings, giant robots can sustain much more punishment, perhaps
  due to advanced ablative armour coatings or the like. GMs may also
  wish to assign mecha HP totals that more closely match those of
  monsters or high-Level characters. If so, double or even triple the
  recommended HP range.
  Some d20 System games also use a binary system that splits Hit
  Points into two values with different names. If using d20 Mecha with
  such a system, a mecha’s Hit Points are equivalent to whichever value
  that represents physical damage (wounds, life blood, etc.), rather
  than the value for abstract vitality or energy. 
  A few games also replace Hit Points with other values. For
  example, Mongoose Publishing’s Armageddon: 2089 setting uses
  Structure Points rather than Hit Points. Structure Points = Hit Points
  x 10 (or Hit Points = Structure Points ÷ 10).
  •• DESIGNER’S NOTE ••
  Sizes
  Base�
  Range
  Examples
  Tiny
  0 HP
  1-10 HP
  RC Toy (3 HP)
  Small
  0 HP
  1-15 HP
  Bomb Squad Robot (15 HP)
  Medium
  0 HP
  1-25 HP
  Motor Scooter (15 HP)
  Large 
  10 HP
  10-40 HP
  Compact Car (30 HP)
  Huge
  20 HP 20-50 HP
  Armoured Carrier (48 HP)
  Gargantuan
  40 HP 40-120 HP Main Battle Tank (64 HP)
  Colossal
  100 HP 100+ HP
  Destroyer Warship (150 HP)
  •• MECHA HIT POINT EXAMPLES ••
  Size
  Example
  Modifier Dimensions
  Empty�Weight
  Fine
  Micro-machine
  +8
  up to 1” (3 cm)
  up to 1/2 lb.
  Diminutive
  Small toy
  +4
  1-6” (3-15 cm)
  1/4 to 10 lbs.
  Tiny
  RC toy
  +2
  6”-1’ (15-30 cm)
  5 to 50 lbs.
  Small
  Police RC robot
  +1
  1-4’ (.3-1.2 m)
  25 to 250 lbs.
  Medium
  Motorcycle
  +0
  4-8’ (1.2-2.5 m) 100 lbs. to 1 ton
  Large
  Small car
  -1
  8-16’ (2.5-5 m)
  1/2 to 4 tons
  Huge
  Luxury car
  -2
  16-32’ (5-10 m)
  2 to 40 tons
  Gargantuan
  Heavy tank
  -4
  32-64’ (10-20 m) 10 to 400 tons
  Colossal
  Jumbo jet
  -8
  64’+ (20 m+)
  50+ tons
  The modifier is the size modifier of the mecha. 
  A good way to estimate weight for very large mecha: weight
  in tons = (longest dimension x longest dimension x longest
  dimension) divided by 1,000.
  •• SIZE AND WEIGHT CHART ••
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  If the GM permits players to build their own mecha, he or she
  may choose to restrict them to a certain range of Armour values to
  ensure they are balanced against likely opposition. There is nothing
  wrong with the characters (or their foes) being tough, but they
  should not be utterly invulnerable.
  Mecha� Point� Cost:� 5 per Point of Armour. Also,
  heavy Armour will increase the cost of speed.
  Step�6�(Optional)
  Choose�Defence
  d20 Mecha assumes mecha Armour does not also grant a
  defence bonus; this is consistent with most of the vehicle designs
  of d20 Modern. 
  Not all d20 System games make that assumption, however.
  A mecha’s Armour can also provide an equipment bonus to
  Defence. Choose a Defence value for the Armour from +1 to +10.
  This defence bonus depends more on the shape and material of
  Armour than its thickness. Some examples:
  • +1 to +3 if ordinary materials such as wood, synthetics, or light metal.
  • +4 to +6 if paramilitary armour, partial armour, or steel plate. A
  car with bullet-proof panels, an aircraft with armour over the
  engine and cockpit, or the tough steel hull of a modern ship.
  • +6 to +10 if military armour such as composite laminates, sloped
  steel, battleship armour, etc.
  • Force Shields: A defence bonus can also represent a force shield
  that deflects rather than absorbs damage, or a combination of
  armour and a force shield.
  Mecha�Point�Cost:�5 Points per +1 to defence up to
  Def +5; for defence 6+, cost is (defence x defence). Thus, Def +8
  would cost (8 x 8 = 64) 64 Mecha Points.
  Defence�(Def)
  Determine the mecha’s actual Defence (Def) number using
  this formula: 10 + defence bonus (if any) + size modifier. For
  Chapter 02:�Mecha�Design
  16
  16
  communications. Many mecha have only one Operator, the pilot or
  driver; others have several. In a large naval vessel or starship, these are
  usually the bridge crew and gunners. Mecha that require many people
  simply to keep it operational have the Service Crew Defect (page 36)
  Passengers are everyone else. This includes passengers, but
  also maintenance and service crew, such as cooks, medics,
  engineers, sailors, troops, battery weapon loaders, and even off-
  duty ops crew for smaller mecha carried aboard. Not all mecha
  have passengers.
  Decide on how many Operators and how many passengers
  are carried.
  Mecha� Point� Cost:� 10 per Operator; 4 per
  passenger. Exception: If mecha is colossal and has 25+ passengers
  aboard, their cost decreases: 26-50 passengers cost 100 Points, 51-
  100 passengers are 150 pPoints, 101-200 cost 200 Points, 201-400
  cost 250 Points, etc., at +50 Points per doubling of capacity.
  Cargo
  A mecha may devote space to cargo. This can be either an
  internal cargo hold or trunk, or an external cargo bed, or even
  underwing pylons. Some or all of a mecha’s cargo may be
  designated as liquid tankage or hangar space if desired; there is no
  extra cost for this, but it cannot easily be used for much else. Not
  all mecha have cargo spaces.
  Mecha�Point�Cost:�1 per 200 lbs. (100 kg), or 10 per
  ton (or tonne). Exception: If mecha is colossal and has 10+ tons (or
  tonnes) of cargo aboard, cost is reduced: 10-20 tons cost 100 Points,
  21-40 tons cost 150 Points, 41-80 tons cost 200 Points, 81-160 tons
  cost 250 Points, etc., at +50 Points per doubling of capacity.
  Maximum�Loads
  For realism’s sake, total weight of occupants and cargo in a
  giant robot or vehicle should rarely exceed half the mecha’s
  weight. Treat occupants (including seats, etc.) as 400 lbs. (200 kg),
  that is, 5 occupants to a ton (or tonne).
  Step�5
  Choose�Armour
  Mecha are tougher than people. Assign the mecha a Armour
  value (also called damage reduction). This is a value from 1 to 30,
  which is subtracted from any damage inflicted to the mecha’s Hit
  Points.
  The chart to the right gives sample Armour values for real-
  world vehicles. These are suggestions and not meant to constrain
  designs — different d20 System games can have different values
  for similar vehicles.
  Another way to select an Armour value is to decide what sort
  of weapon the mecha can routinely ignore and assign it sufficient
  Armour to stop the average damage of that attack. For example, if
  a 0.50-caliber machine gun inflicts 2d12 damage (an average of
  6.5 points per d12) and the mecha should stop most 0.50-cal.
  bullets, a Armour of 13+ is required. 
  Vehicular�Example
  Typical�Armour
  Rubber raft, rowboat
  0-2
  Motorcycle, oared galley
  2-5
  Automobile, light aircraft
  4-6
  Large sailing ship, jet airplane
  4-8
  Pick-up truck, jeep
  5-7
  Semi-truck, cargo steamship
  5-9
  Attack helicopter
  7-10
  Armoured car or limousine
  10-11
  Typical “powered armour” suit
  10-14
  Armoured Personnel Carrier
  9-15
  Infantry Fighting Vehicle
  13-16
  Medium tank (WWII era)
  12-18
  Battleship (WWII era)
  18-20
  Main battle tank (modern era)
  18-25
  Powerful giant battle robot
  15-30
  •• MECHA ARMOUR EXAMPLES ••
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Chapter 02:�Mecha�Design
  17
  17
  •• F-16 FIGHTING FALCON ••
  F-16�Fighting�Falcon
  This agile, battle-tested aircraft is the world’s most popular high
  performance fighter-bomber. More than 4,000 F-16s serve with 22
  nation’s air forces. US, Israeli, and Pakistani F-16s have seen combat.
  Mecha�Type:�Vehicle
  Class:�Fighter jet
  Size:�Gargantuan (49’, 27,000 lbs.)
  Hit�Points:�45 [10]
  Occupants:�1 Operator [10]
  Armour:�4 [20]
  Defence:�6 (1d20-4)
  Air�Speed:�750 mph (6,600’) [375]
  Ceiling:�60,000’ [70]
  Handling: -4/+9 [65]
  Special� Abilities:� Booster (+600 mph, 5,280’) [150],
  Communications (Long Range Radio: Secure) [4],
  Countermeasures, (EES) [10], ECM (Defensive Jammer +5) [15],
  Ejection Seat [3], Life Support [16], Navigation (basic) [1], Sensor
  (Radar: 25 miles) [75], Targeting (+1) [5]
  Defects: Hangar Queen [-10], Reduced Endurance (a few hours)
  [-25], Stall Speed (150 mph) [-75], Start-Up Time (1 min.) [-2],
  Very Noisy [-10], Volatile [-9], Windows [-4]
  Missile�Rails�with�4�Sidewinders
  Damage:�10d8
  Critical:�20
  Type:�Blast
  Increment:�6,400’
  Magazine:�4
  Notes:� Blast, Guided (infrared homing), Long Range x4; Fixed
  Arc of Fire (front), Limited Ammo x3 [138]
  20mm�Vulcan�Gatling�Gun
  Damage:� 4d8
  Critical:�20
  Type:�Ballistic
  Increment: 160’
  Magazine: 515
  Notes:� Automatic x2, Extra Ammo x3 (515 shots); Fixed Arc of
  Fire (front); Alternative weapon [12]
  Mecha�Point�Cost:�850 Points. US $14.5 million
  •• SAMPLE MECHA ••
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Chapter 02:�Mecha�Design
  18
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  Land�Speed
  Land speed is the maximum speed the mecha can move on
  solid ground. A mecha will have a land speed statistic if it is
  capable of sustained movement and manoeuvre on the ground.
  This usually means it has legs, wheels, tracks, or a combination, or
  perhaps even a snake-like body. 
  Land speed is unnecessary if the mecha, such as a helicopter or
  a boat, cannot move on land or only does so as a short takeoff or
  landing (for example, an airplane).
  players using BESM d20, the Defence value is equal to a 1d20 roll
  + defence bonus (if any) + size modifier. The size modifier is +8 if
  fine, +4 if diminutive, +2 if tiny, +1 if small, 0 if medium, -1 if
  large, -2 if huge, -4 if gargantuan or -8 if colossal. 
  This Def can be increased by the pilot’s Dex bonus and any
  class abilities or Feats that increase mecha Def.
  Step�7
  Choose�Strength
  A mecha suit’s Strength modifier is an equipment bonus to
  its wearer’s Strength score.
  A giant robot’s Strength ability score replaces its wearer’s
  Strength score when operating the mecha.
  A vehicle does not have a Strength score, since it cannot lift
  or manipulate objects.
  If the mecha is a suit or giant robot, select its strength from
  within the range shown on the Strength Range Chart for its
  chosen Size.
  If a giant robot, record the Str ability modifier in parenthesis
  after the Str value. It is equal to (ability x 1/2) -5 (round fractions
  down). Thus, Str 50 gives a +20 bonus — Str 50 (+20).
  Mecha�Point�Cost:�For giant robots, this is (Str-10)
  x 3 Points. Thus, a giant robot with Str 40 would pay (40-10) x 3 =
  90 Points. For suits, this is 3 per +1 Str. Thus, a suit with a Str +10
  pays 30 Points.
  Step�8
  Choose�Speed
  There are seven types of speed: Land, Air, Water,
  Underwater, Burrowing, Faster-than-Light (FTL), and Space. A
  mecha can have ratings for some or all of them.
  A mecha’s speed (except for space or FTL) is measured in
  miles per hour (or kph). See also Combat Speeds for Mecha
  sidebar, right column.
  Use these rules to determine vehicle or giant robot speed.
  Special rules apply to mecha suits. If designing a mecha suit, refer
  to the Mecha Suit Movement sidebar, page 20.
  Shelby�Cobra
  A classic two-seat roadster from the 1960s, mating a light
  sports car body with a powerful V-8 engine.
  Mecha�Type:�Vehicle
  Class: Automobile
  Size:�Large (13’, 2,500 lbs.)
  Hit�Points:�30 [40]
  Occupants:�1 Operator [10]; 1 passenger [4]
  Cargo:�200 lbs. [1]
  Armour:�4 [20]
  Defence: 9 (1d20-1)
  Land�Speed: 165 mph (1,452’) [82]
  Handling: -1/+2 [15]
  Special� Abilities:� Accessories (Stereo, Burglar Alarm) [2],
  Headlights [1]
  Defects:� High Ground Pressure [-14], Noisy [-5], Reduced
  Endurance (several hours) [-20], Road Vehicle [-5], Volatile [-6],
  Windows [-4]
  Cost:�110 Mecha Points. US $24,200
  •• SAMPLE MECHA ••
  Sizes
  Giant�Robot
  Suit�bonus
  Fine
  Str 1
  Str +0
  Diminutive
  Str 1-3
  Str +0
  Tiny
  Str 1-10
  Str +0
  Small
  Str 5-15
  Str +0 to +5
  Medium
  Str 10-25
  Str +0 to +15
  Large 
  Str 15-35
  Str +5 to +25
  Huge
  Str 20-50
  Str +10 to +40
  Gargantuan
  Str 30-75
  Str +20 to +65
  Colossal
  Str 40-100
  Str +30 to +90
  •• MECHA STRENGTH RANGE CHART ••
  It is also important to calculate the combat speed of the
  mecha. This is its speed when moving during six-second combat
  rounds. Various d20 System games use different values for combat
  speeds. Use whichever suit the GM’s game:
  • Mph to Feet: Multiply mph by 8.8 to get speed in feet per round.
  • Mph to Yards: Multiply mph by 2.93 to get speed in yards per
  round.
  • Mph to Squares (5’): Multiply mph by 1.76 to get squares per
  round.
  • Mph to Squares (50’): Multiply mph by 0.176 to get speed in 50’
  “chase squares” per round.
  • Kph to Metres: Multiply kph by 1.67 to get speed in metres per
  round.
  • Kph to Squares (1.5 m): Multiply kph by 1.1 to get speed in 
  1.5 m (5’) squares per round.
  • Kph to Squares (15 m): Multiply kph by 0.11 to get speed in 
  15 m (50’) “chase squares” per round.
  Round off to the nearest 5’, 1.5 m or yard, or square.
  d20 Mecha’s examples use feet, since it is the standard used
  in the Player’s Handbook.
  •• COMBAT SPEED FOR MECHA ••
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Chapter 02:�Mecha�Design
  19
  Water�(and�Underwater)�Speed
  This is the maximum speed the mecha can move in or under
  water. Select the mecha’s water speed in mph (or kph), and then
  calculate its combat speed. If the mecha can move underwater,
  select an underwater speed and a surface speed that is the same or
  higher than the underwater speed.
  Suits use special rules; see Mecha Suit Movement, page 20.
  Some examples of water speeds:
  • 5 mph (8 kph) is typical of slower sailing craft or row boats.
  • 10 mph (16 kph) is typical of faster sailing craft, galleys, mini-
  subs, or amphibians.
  • 25-35 mph (40-56 kph) is typical of modern ocean-going ships.
  • 50 mph (90 kph) is typical of speed boats and hydrofoils.
  • 318 mph (511 kph) is roughly the world water speed record for a
  jet-powered speed boat.
  If the mecha can dive and travel underwater, select its
  maximum dive depth, in feet or metres. Historically, the first 19th-
  century submarines could dive no deeper than 50’ (15 m). By World
  War II, subs reached 600’ (200 m); today’s nuclear subs dive to
  1,000-1,500’ (300-500 m). Specialised research/salvage craft can
  dive much more deeply — 36,000’ is a world record.
  Mecha�Point�Cost:�1 per 5 mph (8 kph) per point of
  mecha Armour; if Armour is 4 or less, treat as 5. Double cost for
  underwater movement. If the mecha can travel underwater but has
  a faster surface speed, buy the underwater speed, and pay normal
  cost for each extra 5 mph (8 kph) over the underwater speed. 
  Each 10’ (3 m) of diving depth x the Armour of the vehicle
  costs 1 Mecha Point, or 2 Points if the mecha is of colossal size.
  Example: a gargantuan mecha with Armour 10 gains 100’ (10’ of
  diving depth x a Armour of 10) per Mecha Point. Thus, it can dive
  30,000’ for 300 Mecha Points.
  Select the land speed in mph (or kph). Then calculate its
  combat speed. Exception: Suits use special rules; see Mecha Suit
  Movement, page 20. Some examples of land speeds:
  • 10 mph (16 kph) is typical of bulldozers or lumbering steam-
  powered mecha.
  • 30-50 mph (48-80 kph) is a good speed for a giant robot or a
  modern tank.
  • 100 mph (160 kph) is a typical top speed for an ordinary car,
  while a sports car or racing bike could do 150-175 mph (240-280
  kph).
  • 750 mph (1,200 kph) is just above Mach 1, the speed of sound.
  A rocket-powered car travelling at about that speed holds the
  current world land speed record.
  Mecha�Point�Cost:�1 per 10 mph (16 kph) of land
  speed x Armour ; treat Armour 4 or less as 5. 
  Example: The Mach Buster super car has land speed 700
  mph and Armour 6. It costs 700 ÷ 10 x 6 = 420 Mecha Points.
  Burrowing�Speed
  A mecha given a burrowing speed can move earth and/or
  tunnel underground. Top speed assumes the mecha is going
  through sand or packed earth. Tunnelling through solid rock is
  1/10 speed. The tunnel it leaves behind can be either permanent
  or collapse after it — specify which when the mecha is created.
  Select burrowing speed in mph (or kph), then calculate combat
  speed.
  Mecha�Point�Cost:�1 if fine, 2 if diminutive, 3 if tiny,
  5 if small, 10 if medium, 20 if large, 30 if huge, 40 if gargantuan or
  50 if colossal size per 2 mph (3 kph) of burrowing speed.
  19
  •• SHELBY COBRA ••
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Chapter 02:�Mecha�Design
  20
  20
  Examples of air speeds:
  • 20 mph (30 kph) is a good balloon speed.
  • 55 mph (90 kph) is the maximum horizontal speed of a
  peregrine falcon, the fastest bird.
  • 150 mph (240 kph) is typical of fast helicopters or light propeller
  aircraft.
  • 400 mph (640 kph) is a fast late WWII propeller-engine fighter
  airplane.
  • 550 mph (880 kph) is a typical civilian jet (or a ground attack
  fighter).
  • 750 mph (1,200 kph) is roughly the speed of sound; it’s typical of
  a jet fighter without afterburners.
  • 1,500 mph (2,400 kph) is typical of a fast interceptor like the F-
  15 Eagle, using afterburners.
  • 2,200 mph (3,520 kph) is the fastest jet aircraft, the SR-71
  Blackbird.
  • 17,000 mph (27,400 kph) is the speed required to reach orbit,
  and 25,000 mph (40,000 kph) is Earth’s escape velocity, enough
  to escape its gravity into deep space.
  Mecha� Point� Cost:� 10 for a ceiling of up to 500’ 
  (150 m); for a higher ceiling, +1 per 1,000’ (300 m). Each 10 mph
  (16 kph) of air speed costs 1 per point of mecha Armour; if
  Armour is 4 or less, treat as Armour 5.
  Example: The giant robot Diomedes Prime (Armour 15) can
  fly at 200 mph at a ceiling of 3,000’. Its ceiling costs (10 + 3) 13
  Points; its air speed costs (200÷10 x 15) 300 Points.
  Space�Flight
  The mecha can propel itself in space. There are four ways to
  travel around in space: Realistic Space Flight, Dramatic Space
  Flight, Space Sails, and Faster-Than-Light (FTL).
  The GM may rule that some of these methods are not
  available in a game. For example, a “hard science fiction” setting
  only Realistic Space Flight or Space Sails may be available. On the
  other hand, a space opera setting might use Dramatic Space Flight
  and FTL Drive.
  Realistic�Space�Flight
  The space drive blasts out mass (often heated or energised)
  to produce thrust. It is limited by the amount of reaction mass
  carried aboard. Depending on the technology, the reaction mass
  could be anything from rocket fuel to alchemical powder. Many
  science fiction spacecraft are fusion drives, using water or
  hydrogen.
  •�Thrust
  This is how fast the spacecraft can increase its velocity or
  change its course — both are the same thing. It is measured in
  gravities, or G: a thrust of 1 G is an acceleration equal to Earth’s
  gravity, roughly 32’ or 9.8 m per second per second. In game
  terms, it can be assumed — with a great deal of abstraction —
  that each G of thrust lets the mecha increase or decrease its
  current velocity by about 1,000’/round.
  Ceiling�and�Air�Speed
  Some mecha can fly through the air. If the mecha can fly,
  decide how: wings and jets or propellers, rotors, rockets, anti-
  gravity, flapping wings, hot air, magic, etc. Then select air speed
  and ceiling.
  Select the mecha’s flight ceiling in feet (or metres). This is the
  highest altitude it can reach. The base ceiling is 500’ (150 m),
  suitable for a jet pack-equipped robot or suit. A higher ceiling can be
  selected; typical ceilings are 7,500-15,000’ (1,500-5,000 m) for
  helicopters, 10,000-40,000’ (3,000-12,000 m) for propeller aircraft,
  and 30,000’-80,000’ (10,000-24,000 m) for jets.
  Choose the air speed that the mecha can attain. For very fast
  mecha such as fighter jets, it is more cost-effective to give the
  mecha an air speed only 1/2 whatever their absolute maximum
  speed will be, then take the Booster special ability (page 24). This
  represents use of afterburners. Most balloons should take a low
  speed and the Wind Powered Defect (page 37).
  Select the mecha’s air speed in mph (or kph), and then
  calculate its combat speed. If the mecha lacks any propulsion system
  (such as a flying building or tethered balloon) pay only for its ceiling.
  Suits use special rules; see Mecha Suit Movement, below. 
  Unlike a giant robot or vehicle, a suit’s movement is based on
  the capabilities of its wearer. For example, a human’s suit will let
  the wearer walk, a dragon’s suit will let him walk and fly, and a
  mermaid’s will let her swim.
  Sometimes the suit’s weight will slow the wearer down, but
  mecha suits often (but not always) include a powered assist that
  allows the wearer to run faster and jump greater distances.
  Select the suit’s speed multiplier. This can be x2/3, x1, x1.5, x2,
  or x3. 
  If the wearer is capable of multiple movement types, select the
  multiple for each movement type (paying Mecha Points
  separately). For example, a dragon will select ground and air
  movement for its suit.
  The speed multiplier will be applied to the suit wearer’s
  normal speed to determine his or her speed when using the suit.
  Thus, a human’s normal speed is 30’ (10 m), so in a suit with a
  x1.5 multiplier he would move at 45’ (15 m)’ per turn. A speed
  multiplier of x2/3 means the suit has no power assist, slowing the
  wearer to 2/3 his or her speed, much like a normal suit of medium
  or heavy armour does.
  Mecha� Point� Cost: This is 2 x speed multiplier x
  mecha’s Armour (but treat Armour 4 or less as 5). For example, if
  the speed multiplier was x1.5 and Armour was 10, it would cost (2
  x 1.5 x 10) 30 Mecha Points.
  A suit may also buy air, water, or space (but not land)
  movement if its wearer does not normally posses that capability.
  For example, a human’s suit could buy air speed and
  manoeuvrability, representing a jet pack or mechanical wings. Use
  the rules for giant robots to determine the Point cost of this
  movement.
  •• MECHA SUIT MOVEMENT ••
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Chapter 02:�Mecha�Design
  21
  21
  Space�Sails
  Space is not empty — it is awash with a sea of energy. Stars,
  such as our own Sun, emit both light and a powerful “solar wind”
  of high-energy particles such as protons. Enormous sails — often
  many tens or even hundreds of kilometres across — can be
  constructed to allow spacecraft to catch the stellar winds (though
  the sails can certainly be much smaller depending on the
  campaign setting).
  Use the rules for Dramatic Space Flight, above, but usually with
  thrust ratings well below 1 G, clumsy space manoeuvrability, and the
  Wind Powered Defect (page 37). A realistic light sail or magnetic sail
  that catches solar photons or protons has a thrust of well below 1/10
  G, but a magical ether sail may be much more effective.
  Space sails may have their acceleration increase dramatically
  if their thrust can be boosted by an appropriate outside source, for
  example, a giant laser cannon beaming energy into a light sail, a
  solar storm, etc.
  FTL�Drive
  This allows a mecha that is already in space to travel between
  the stars at faster-than-light (FTL) speeds. Some stardrives let a
  mecha fly at impossible speeds, while others side-step normal
  space by travelling through some kind of hyperspace or instantly
  jumping from point to point.
  Some FTL drives are only good for interstellar trips, and
  require ordinary reaction drives, space sails, or dramatic drives as
  well. For example, the FTL drive may not function close to a
  planet’s gravity, thus requiring the first few tens of thousands of
  miles to be made using a conventional drive. Alternatively, it
  might only connect certain natural or artificial “jump points” or
  “wormholes” that must first be reached.
  Many FTL drives have no manoeuvrability at all: the
  navigator programs in a course, and the spacecraft flies in a
  straight line (either through normal space or some form of
  hyperspace), or ducks out of space together and reappears at the
  destination, either instantly, or after a set time has elapsed. Others
  let the mecha manoeuvre freely, but at many times the speed of
  light. Note that if this capability exists and is not limited as
  described above, it will render conventional space flight obsolete
  and let FTL-equipped vessels fly rings around ordinary craft.
  The GM should decide exactly how each FTL drive works,
  whether a trip is instant, or takes hours, weeks, or months, and if
  it has a maximum range or other limits. There may be problems
  that prevent a ship instantly escaping, such as engines that take a
  long time to recharge or those that exhaust their fuel between trips.
  Navigation could be tricky, requiring a Navigate check to avoid
  being lost in space or ending up some place unintended (perhaps
  with a DC based on distance in light years). In some campaigns,
  only large spaceships have the room to mount a Stardrive. If so, the
  GM may require a minimum ship size as a prerequisite.
  The GM should assign a base interstellar speed (or distance,
  for instant jumps) in light years, or parsecs, such as 1 light
  year/day or 1 parsec/week. This is the speed of the slowest
  starship. FTL speed is expressed as a multiplier to that speed, for
  example, FTL x3 means it can travel 3x as fast as the slowest
  •�G-Rounds
  This is a measure of how long the mecha can accelerate before
  using up its onboard reaction mass (once this happens it can just
  coast). A mecha uses up 1 G-Round each time it uses 1 G of thrust
  for one round. If it accelerated at 2 G (assuming it can) for five
  rounds, it would use up 10 G-Rounds; if it accelerated at 0.1 G for
  1,000 rounds, it would use up 100 G-Rounds, and so on.
  •�Delta-V
  For the realism-inclined, delta-V is a measure of the top speed
  a mecha can build up to before it runs out of reaction mass and
  must coast. Most mecha, when travelling, will only accelerate to a
  velocity no more than half their delta-V to ensure they have
  sufficient reaction mass to decelerate again (since deceleration is
  an application of reverse-thrust). Delta-V = G-Rounds x 125 mph
  (200 kph); thrust does not figure into this. If a mecha has a thrust
  of at least 2 G and a delta-V of about 20,000 mph (32,000 kph) or
  more, however, it has enough thrust to lift off from Earth and boost
  itself into orbit (25,000 mph (40,000 kph) is escape velocity). 
  Note that exhausting all a mecha’s onboard reaction mass
  isn’t the same as running out of power or life support — a mecha
  with a reaction engine can still function perfectly normally if it’s
  out of reaction mass; it just can’t accelerate or decelerate in space.
  Select the mecha’s thrust in G (this may be a fraction) and its G-
  rounds (usually a multiple of acceleration). Most short-range “space
  fighter” type mecha should have a number of G-rounds equal to at
  least 10 x their acceleration. Long-range spaceships should have
  enough G-rounds to give them a delta-V of 1,000 or more, which
  usually means accepting a lower acceleration.
  Mecha�Point�Cost:�Cost (per drive) is Thrust (in G)
  x G-Rounds x Armour x 0.1. If Armour is 4 or less, treat as 5. For
  example, if a gargantuan space fighter with Armour 10 has 3 G
  thrust and 100 G-rounds (Delta V 12,500 mph), the Mecha Point
  cost is (3 x 100 x 10 x 0.1) 300.
  Dramatic�Space�Flight
  The mecha can accelerate constantly for as long as it has
  power — it ignores mundane considerations like reaction mass, so
  the top speed is limited only by its endurance (see Defects, page 34)
  or any physics-based considerations the GM wishes to impose, like
  the speed of light. Sure, that defies the laws of physics, but if 60’ tall
  giant robots exist, who is going to care?
  Select an acceleration in G: each G lets the mecha increase its
  speed by 1,000’ per round (thus, 0.1 G would allow 100’, while 
  6 G would allow 6,000’). If it stops accelerating, it will continue
  moving at its listed speed. It can decelerate instead of accelerating,
  reducing its speed by its thrust rating (thus, -100’ for 0.1 G or 
  -6,000’ for 6G).
  Mecha� Point� Cost:� The cost is (1 + thrust in G)
  times Armour times 10. Treat thrust under 1/20 G as 1/20 G, and
  Armour under 4 as 5. 
  Note: in some universes, all spacecraft may accelerate much
  faster. If appropriate, the GM can modify this; replace “thrust in
  G” with “in 10s of G,” “in hundreds of G,” or another appropriate
  value for the campaign setting.
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  T-72M�Main�Battle�Tank
  The T-72M is an upgraded Cold-War era Russian tank that
  has been widely exported to nations such as Iraq and Syria. It is
  smaller than most western main battle tanks, with a large
  smoothbore cannon mounted in the turret with a coaxial 7.62mm
  machine gun, and a 12.7mm machine gun on the roof by the
  commander’s hatch. The Operators are a commander and gunner
  (in the turret) and a driver (in the hull).
  Mecha�Type: Vehicle
  Class:�Tank
  Size:�Huge (22’ long, 45 tons)
  Hit�Points: 55 [70]
  Occupants: 3 Operators [30]
  Cargo:�800 lbs. [4]
  Armour:�20 [100]
  Defence:�8 (1d20-2)
  Land�Speed:�37 mph (310’) [74]
  Handling: -2/-4 [-10]
  Special� Abilities: Communications (Tactical Radio) [2],
  Environmental Systems (NBC Filter) [6]], Explosive Reactive
  Armour [8], Headlights [1], Sensors (Infrared: 2 miles, Optic: 2
  miles) [13], Stabilisation Gear [10], Targeting Bonus +2 [10]
  Defects:� Front-Optimised Armour (Armour 13) [-20], Noisy 
  [-5], Poor visibility [-5], Reduced Endurance (several hours) [-20],
  Volatile [-10], Weak Point [-20]
  125mm�smoothbore�gun,�HEAT�ammo
  Damage: 10d8
  Critical:�20
  Type: Blast
  Increment: 400’
  Rate�of�Fire: 1
  Magazine: 20
  Size: Gargantuan
  Notes:�Armour-Penetrating, Blast; Slow-Firing [120]
  125mm�smoothbore�gun,�APFSDS�ammo
  Damage: 10d10
  Critical: 20
  Type:�Ballistic
  Increment: 500’
  Rate�of�Fire: 1
  Magazine: 20
  Size: Gargantuan
  Notes: Armour-Penetrating; Slow-Firing; Alternate ammo for 125mm
  gun [11]
  7.62mm�machine�gun
  Damage: 2d10
  Critical: 20
  Type:�Ballistic
  Increment: 100’
  Rate�of�Fire:�A
  Magazine: 2,000
  Size: Large
  Notes: Automatic, Extra Ammo 4; Alternate weapon to 125mm
  gun [1]
  12.7mm�machine�gun
  Damage: 2d12
  Critical:�20
  Type: Ballistic
  Increment: 120’
  Rate�of�Fire:�A
  Magazine: 500
  Size:�Large
  Notes:�Automatic, Extra ammo 3; Exposed; Different gunner [69]
  Smoke�Grenade�Launchers
  Damage:�Smoke +1 (10’ radius)
  Critical:�20
  Type:�Special
  Increment: 50’
  Rate�of�Fire:�SS
  Magazine:�6
  Size:�Large
  Notes: Emanation x2; Less Ammo x2; Different gunner’s alternate
  weapon [1]
  Cost:�450 Mecha Points. US $810,000
  •• SAMPLE MECHA ••
  spacecraft. The GM may wish to set a maximum multiplier, for
  example, x6 or x10. The GM may only allow one FTL speed. If
  jump involves going through a jump gate or wormhole to
  whatever point connects it, for instance, then it is reasonable to
  assume that all ships travel to that point at the same pace.
  Mecha� Point� Cost:� 20 x Armour per multiple of
  standard interstellar speed; if Armour is 4 or less, treat as 5. If it can
  manoeuvre in FTL space, multiply the cost by 5. If it “breaks the
  rules” (jumps without a wormhole when other ships require one,
  etc.) apply a x1 to x10 cost multiplier depending on how much of an
  advantage this gives with the campaign.
  Step�9
  Choose�Handling
  Handling qualities are represented by two values: Initiative
  and Manoeuvre. Each is chosen separately.
  Manoeuvre and initiative values only apply to giant robots
  and vehicles. Mecha suits do not have them.
  Manoeuvre:
  This adds to checks made to manoeuvre the mecha. It is
  based on how agile and quick to accelerate or turn the mecha is.
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  Initiative
  This adds to initiative checks. It is usually based on a
  vehicle’s mass and momentum, and thus is normally a negative
  number equal to the size modifier: +8 if fine, +4 if diminutive, +2
  if tiny, +1 if small, 0 if medium, -1 if large, -2 if huge, -4 if
  gargantuan, or -8 if colossal.
  Initiative is rarely increased above the starting value, but an
  increase could be justified for one that (for example) flew using
  anti-grav technology or was fast to accelerate. It should not go
  above or below +/-10.
  Mecha�Point�Cost:�If increased or decreased, use the
  same cost calculation method as Manoeuvre.
  The Manoeuvre statistic starts at +8 if fine, +4 if diminutive,
  +2 if tiny, +1 if small, 0 if medium, -1 if large, -2 if huge, -4 if
  gargantuan, or -8 if colossal. Most vehicles possess this base value.
  Agile mecha like giant robots or motor bikes usually add +1 to +4
  points — for example, a typical motorcycle might have a +3
  manoeuvre, a car might have a +0, while a large tank has -4.
  Manoeuvre should not go above +10 or below -10.
  Mecha�Point�Cost: 0 Points for the base value given
  above. Each +1 over this size-derived base value costs 5. Each -1
  below this starting value gives back the same Points.
  23
  •• T-72 MAIN BATTLE TANK ••
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  is particularly effective for defeating shaped-charge Armour-
  Penetrating attacks such as the high-explosive anti-tank (HEAT)
  warheads of most anti-tank missiles and light anti-tank rockets. 
  Chobham Armour doubles the mecha’s Armour against
  Armour-Penetrating explosives (weapons that have both the blast
  and Armour-Penetrating qualities). This will also affect weapons
  from other d20 System books (for example, the M72 LAW rocket)
  that use shaped-charge or HEAT-type warheads.
  Mecha� Point� Cost: +1 per point of Armour the
  mecha has.
  Communications�
  Normally the pilot can still be heard from inside the mecha
  through some means (even if buried inside a 50’ tall suit of
  armour). This basic speaker system does not cost any Points.
  Other possibilities include: 
  Long�Range�Radio
  This is usually a high-frequency system that has a long range
  but is vulnerable to jamming and interception. Taking advantage
  of the ionosphere ability to mirror high-frequency signals, the
  high frequency (HF) band provides long-range communications
  (hundreds or thousands of miles) for low power. The down side is
  that these radio signals are easily intercepted by other long-range
  radios in range. In space or worlds (like the moon) that lack an
  ionosphere, range is the same as a tactical radio (see below).
  Tactical�Radio
  This is a very high or ultra-high frequency communicator. It
  can be intercepted, but range is limited to line of sight
  transmissions (unless using relay towers), about 1-10 miles/1-16
  km in atmosphere (100 times that in space), which makes it much
  more secure beyond the immediate area.
  Laser�Com
  This tight-beam communicator is nearly impossible to jam or
  intercept without physically imposing something in the way. It is
  limited to line if sight transmission and is vulnerable to atmospheric
  effects. Maximum range is usually limited to about 5 miles/8 km on
  the ground due to the horizon, but if there is a clear line of sight it is
  about 50 km/80 miles in atmosphere (1,000 times that in space).
  Microwave�Com
  A microwave uplink is often used for communication with
  orbiting relay satellites or spaceships, or space-to-space
  communications. Treat as laser com, but double range in
  atmosphere. The beam is also wider: anyone in its path (or within
  a few degrees to either side) with a microwave com can eavesdrop.
  Com�Options
  The following communication options can be added to the
  base communications types: 
  •�Interplanetary
  This system has much greater range, good for communications
  anywhere in a solar system.  It is often used by spacecraft, etc. Apply
  this to long-range radio, microwave, or laser com systems.
  •�Interstellar
  A faster-than-light communications system allows
  instantaneous communication over vast distances; it may not
  Conversion�Notes:�Handling
  Many d20 System games use a single Handling statistic for
  vehicles instead of a split Manoeuvre and Initiative statistic.
  Handling differs in that it is often a broader range (for example,
  +15 to -15) and generally takes into account speed — a fast jet
  aircraft will have a much higher Handling value. Some typical
  values might: supersonic jet: +10, ordinary car: +0, slow sailing
  ship: -10. If the GM chooses to use a Handling statistic instead of
  Initiative and Manoeuvre, use the cost of Manoeuvre, above.
  Step�10
  Choose�Special�Abilities
  These are innate gadgets and other capabilities that a mecha
  may possess. They are all optional — no mecha is required to have
  any of the special abilities described in this section.
  Accessories
  These are additional features for the mecha, which provide
  useful but mundane non-combat-related advantages.
  Examples of Accessories include: airlock, burglar alarm,
  camera, cell phone, emergency lights and siren, loudspeaker,
  luxurious decor, personal computer, revolving license plate, stereo
  system, tow cable, or wet bar. 
  A mecha need not acquire accessories that are implied by its
  other capabilities (a mecha with Space Travel can be assumed to
  have appropriate navigational systems) or which are ubiquitous
  (like safety belts in a modern vehicle).
  Mecha�Point�Cost:�1 per Accessory.
  Booster�
  A Booster is any system that gives a mecha a temporary
  “kick” of speed. Types of Boosters include afterburners for
  aircraft, nitro-injection for cars, antimatter injection for starships,
  etc. Some giant robots have Boosters that represent various types
  of super-technology — “quantum flux engine,” for example.
  A Booster will only affect one type of movement (air, land,
  water, underwater, or space flight). A mecha can take different
  Boosters for different movement types, however.
  Boosters provide an increase in speed for a short period of
  time (no more than one hour or 10% of the mecha’s endurance,
  whichever is less). Exception: a space flight Booster adds
  additional G of thrust for a number of G-rounds, just like realistic
  space flight (page 20); G-rounds may not exceed 600.
  Mecha�Point�Cost: Each 20 mph (32 kph) of air, land,
  or water Booster speed costs 1 per point of Armour (treat Armour
  of 4 or less as 5). For space flight (either realistic or dramatic), cost
  is the same as realistic space flight; just give the Booster a shorter
  number of G-rounds and a higher thrust.
  Chobham�Armour
  The mecha has composite-laminate armour (often called
  Chobham Armour after its place of invention). This Armour type
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  Electromagnetic�Armour
  The mecha’s Armour can generate a powerful
  electromagnetic field, disrupting the particle jet produced by
  Armour-Penetrating blast attacks such as shaped-charge warheads
  (see Chobham Armour, page 24, for a definition of these weapons).
  This triples the mecha’s Armour against such attacks.
  Electromagnetic Armour also has some effect against
  ballistic weapons that have the Armour-Penetrating quality: add
  +1 additional Armour against such attacks.
  The activation of the armour produces a transient
  electromagnetic pulse — this may be easily detected by some
  sensors.
  This may not be combined with Explosive Reactive Armour
  (page 28) or Chobham Armour.
  Mecha� Point� Cost:� +2 per point of Armour the
  mecha has.
  Electronic�Counter-Measures�(ECM)
  The mecha is equipped with an electronic countermeasures
  jamming suite. ECM can be any of the following sub-types: Radar
  Jammer (jams radar sensors), Radio Jammer (affects
  communications), Defensive Jammer (jams missile homing systems).
  Assign each category of ECM system an equipment bonus
  from +1 to +9; this may vary by category. This is used when
  determining the DC and/or Defence of electronic warfare
  attempts.
  Radar�Jammer
  This adds to the DC of any attempt to spot a target with
  radar, and adds to the mecha’s Defence against attempts to lock
  on with a radar homing or semi-active radar homing missile. This
  DC increase is reduced by 1 for every 500’ (150 m) from the
  jammer; in space, it is reduced by 1 for every 5,000’ (1.5 km)
  distant. The jamming area will be detected, but not the mecha
  itself. It has no effect on Laser Radar.
  Radio�Jammer
  All radio signals are jammed within 1,000 (300 m) x bonus,
  or 10 times that area in space. At an extra cost, it may also jam FTL
  radio.
  Defensive�Jammer
  This adds a circumstance bonus to the mecha’s Defence against
  an attack or lock-on attempt made by any infrared-homing missile.
  Mecha�Point�Cost:�3 per +1 for Radar or Defensive
  Jammer, 2 per +1 for Radio Jammer (+20 if jams FTL radio).
  Environmental�Systems
  Climate�Control
  The mecha has Climate Controls that allow the crew to be
  comfortable in a wide variety of temperatures (such as arctic to
  sweltering jungle). Beyond that, the mecha needs Life Support.
  Nuclear-Biological-Chemical�(NBC)�Filter
  The mecha can filter gasses, radioactive fallout, dust, and
  germs from external air, protecting its mechanisms and pilot
  much as if they had an environmental suit and gas mask. Includes
  Climate Control.
  exist in some settings. Apply this option to a long range radio
  communicator for broadcast systems or “laser” or “microwave”
  for a directional signal. Range may be interstellar (usually no
  more than a few 100 light years, sometimes less), or galactic
  (anywhere in the galaxy).
  •�Scanner
  If taken with a tactical or long-range radio, this option can scan
  multiple frequencies to eavesdrop on other transmissions in range.
  This requires a DC 10 Electronic Warfare check when used against a
  long range radio or DC 20 when used against a tactical radio.
  •�Secure
  The communicator is frequency-agile, uses unusual parts of
  the spectrum, and/or is encrypted, making it very hard to jam or
  intercept. Electronic Warfare checks made against the system have
  their DCs increased by 3 per level (+3 at level 1, +6 at level 2, etc.).
  Mecha�Point�Cost:�2 per system (10 if telepathic).
  Scanner adds 1 Point and Secure adds 2 Points (per system per
  level). Interplanetary is +10, interstellar is +50, galactic is +70 (per
  system).
  Countermeasures
  Ladar�Warning�Receiver�(LWR)
  LWR warns the crew if the mecha is being tracked by a Laser
  Designator (page 28) or High-Res Laser Radar (Ladar). 
  Radar�Warning�Receiver�(RWR)
  RWR warns the crew if mecha is being locked onto by a
  radar, or being tracked by an active radar-homing missile.
  Electronic�Emission�Sensor�(EES)
  This sensor will detect and precisely locate any operating
  radar within twice the radar’s range (non-global radars only if they
  are pointing at the mecha), or half range if High-Res Radar. It also
  functions like a Radar Warning Receiver.
  Mecha�Point�Cost:�2 per RWR or LWR; 10 for EES.
  Ejection�Seat
  This rocket-powered escape system allows the crew to eject
  from a damaged mecha. It is possible that not all crew will be
  equipped with them. They are not usable in mecha suits.
  As a free action, the character sitting in an ejector seat may
  eject at any time. Any canopy or rooftop is blasted clear by
  explosive bolts, and the seat launched at least 100’ (30 m) into the
  air by a rocket motor. If the user ejected in an atmosphere, on the
  next round, the rocket motor stops and a parachute unfolds,
  carrying the occupant down to Earth. The ejectee may make a Pilot
  Skill check (DC 20) to guide the parachute to a specific place within
  300’ (100 m) of the mech. If the occupant has no Pilot Skill, or fails,
  the GM randomly determines where he or she lands. Make a Reflex
  save (DC 10, or DC 15 if landing in woods, mountain, or urban
  areas; +5 DC if dropping from orbit) to avoid falling damage.
  Usually, ejection seats are controlled by the person seated in
  them, but some vehicles (for example, spy cars) may have seats
  that are controlled by the driver or another crewman. These may
  omit a parachute.
  Mecha�Point�Cost:�3 per ejection seat.
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  Steam�Dragoon�Folkor
  A dozen magical constructs were created by the Gnomish
  wizard and gadgeteer Jez Folkor, to equip the Order of Sky
  Paladins that protected the flying city of Peladonne against its
  many evil foes. After generations of conflict, Peladonne was
  destroyed, but some of these legendary war machines survived,
  buried in the vast monster-haunted rubble field created when the
  great city fell from the sky. 
  Each Steam Dragoon is a 30’ tall humanoid giant that
  resembles a suit of plate armour forged from meteoritic iron. It is
  driven by a magical boiler that uses the interaction between
  bound, battling water, fire, and air elementals to generate steam
  that powers their hydraulic muscles. The pilot enters through a
  hatch in the back, is seated in the upper torso, and observes the
  world through a vision slit in the head. 
  Wielding a massive 20’ sword and an equally large shield,
  the Steam Dragon is among the most fearsome war machines ever
  constructed. Moreover, a cunning series of steam-driven gears,
  folding metal struts, and clockwork mechanisms allows the Steam
  Dragon to reconfigure itself, transforming into a winged dragon-
  like form. This allowed the Sky Paladins to swoop down from
  their flying citadel, riding their mechanical beasts like steeds, and
  belching forth gouts of steam or liquid fire.
  Steam�Dragoon�Form
  Mecha�Type:�Giant robot
  Class: Steam dragoon
  Size:�Huge (30’ tall, 6 tons)
  Hit�Points:�42 [44]
  Occupants: 1 Operator [10]
  Cargo: 0
  Armour:�10 [50]
  Defence:�8 (1d20-2)
  Strength:�30 (+10) [60]
  Land�Speed:�20 mph (175’) [20]
  Handling: -2/+0 [10]
  Special�Abilities:�Shield (+4 Def) [16]
  Exotic�Abilities:�Transformation
  Defects: Noisy [-5], Poor visibility [-5], Reduced Endurance (a
  few hours) [-25], Volatile [-8], Weak Point [-10]
  Dragoon�Sword
  Damage: 4d6 + Str bonus
  Critical:�20
  Type:�Slashing
  Increment: —
  Rate�of�Fire: —
  Magazine: —
  Size: Huge
  Notes:�Muscle-Powered; Melee; Hand-held [28]
  Cost:�185 (dragoon) + 30 (dragon) = 215 Mecha Points. 184,900 gp
  Steam�Dragon�Form
  The pilot (and an extra passenger) rides atop the dragon,
  using a saddle. The shield and sword of the dragoon are
  integrated into the dragon’s body. The steam dragon is a 
  150-Point mecha; this adds 30 Points to the final cost of the steam
  dragoon.
  Mecha�Type:�Giant robot
  Class:�Steam dragon
  Size: Huge (30’ long, 6 tons)
  Hit�Points:�42 [44]
  Occupants: 1 Operator [10], 1 passenger [4]
  Cargo: 0
  Armour: 8 [40]
  Defence:�8 (1d20-2)
  Strength:�24 (+7) [42]
  Land�Speed: 10 mph (90’) [8]
  Air�Speed:�30 mph (260’) [24]
  Ceiling: 4,000’ [14]
  Handling: -2/-1 [5]
  Special�Abilities:�None
  Exotic�Abilities: Transformation
  Defects: Open [-16]; Reduced Endurance (a few hours) [-25],
  Volatile [-8], Weak Point [-8]
  Steam�Breath
  Damage: 2d6
  Critical: 20
  Type:�Heat
  Increment: 40’
  Rate�of�Fire: SS
  Magazine:�30
  Size: N/A
  Notes: Stream; Less Ammo (16 shots), Short Range [14]
  Dragon�Claws
  Damage: 2d6 + Str bonus
  Critical:�20
  Type:�Slashing
  Increment: —
  Rate�of�Fire: —
  Magazine: —
  Size: N/A
  Notes: Muscle-Powered; Melee; Hand-Held; Alternate weapon [1]
  Dragon�Tail
  Damage: 1d6 + Str bonus
  Critical:�20
  Type: Bludgeoning
  Increment: —
  Rate�of�Fire: —
  Magazine: —
  Size: N/A
  Notes: Flexible, Muscle-Powered; Melee; Alternate weapon [1]
  •• SAMPLE MECHA ••
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  •• STEAM DRAGOON ••
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  Mecha�Point�Cost:�The hangar cost is equal to the
  largest size of mecha that can fit through the bay’s opening: 1 if
  fine, 3 if diminutive, 5 if tiny, 10 if small, 15 if medium, 20 if large,
  25 if huge, 30 if gargantuan, or 100 if colossal.
  Headlights�or�Searchlight
  The mecha has either headlights equivalent to those of a
  modern automobile, allowing it to drive at night (range 500’/
  150 m), or a longer-ranged search light (5,000’/1,500 m).
  Mecha� Point� Cost:� 1 Point for headlights, 2 for
  searchlight.
  Jumping
  The mecha can make very high unaided vertical jumps, but
  not actually fly. It may use jets, powerful leg muscles, etc. Assign
  the mecha a jump multiplier from x2 to x10.
  Mecha�Point�Cost:�Jump multiplier x.25 (round up)
  if tiny or smaller, x.5 (round up) if small, x1 if medium size, x2 if
  large, x3 if huge, x4 if gargantuan, or x5 if colossal.
  Laser�Designator
  A laser designator projects a modulated laser beam that is
  used to mark targets for laser-guided munitions. Range increment
  is 500’ (150 m); it can reach out to 10 range increments. It cannot
  designate through smoke.
  Mecha� Point� Cost:� 2 per 500’ (150 m) of range
  increment.
  Launch�Catapult
  This system uses steam or an electromagnetic massdriver to
  accelerate aircraft or other mecha, boosting them to top speed.
  This allows flyers to take off in a much shorter distance. If
  launching into battle, the catapult also provides a +1 initiative
  bonus on the first round of combat. In space combat, it adds
  5,000’/1,500 m of speed on the first round.
  Mecha�Point�Cost:�This is determined by the size of
  the catapult, which sets the maximum size of mecha that can be
  launched: 1 (small or smaller), 2 (medium), 4 (large), 8 (huge), 16
  (gargantuan), 32 (colossal).
  Navigation�Aids
  Appropriate basic navigation is free in most cases. Superior
  navigation capabilities are also available. Modifiers are not
  cumulative. Having accurate positional data is very useful for
  accurate indirect fire.
  Basic�Navigation
  Maps, compass, lodestones, etc. +2 equipment bonus to
  Navigate checks. 
  Inertial�Navigation�System�(INS)
  A gyroscopic system that provides a +3 equipment bonus on
  Navigate checks. 
  Global�Positioning�System�(GPS)
  An advanced radio beacon system that uses a network of
  orbiting satellites with very accurate clocks to locate the mecha’s
  Life�Support
  The mecha can operate in space, at high altitudes,
  underwater, or on a world without a breathable oxygen
  atmosphere. Any occupants have their own oxygen supply (lasts
  as long as the mecha operates). An NBC Filter (page 25) is not
  needed, since the environment is completely air tight. Includes
  Climate Control.
  Mecha�Point�Cost:�For Climate Control: 1 if medium
  or smaller, 2 if large, 3 if huge, 4 if gargantuan, 5 if colossal. Twice
  the cost for NBC filters and four times the cost for life support.
  Explosive�Reactive�Armour�(ERA)
  The mecha’s Armour is protected by a layer of explosive tiles in
  metal trays. If hit by an Armour-Penetrating blast attack (see
  Chobham Armour, page 24) such as a shaped-charge warhead, one of
  the ERA tiles will detonate. This slams the metal plate covering it into
  the path of the particle jet produced by the warhead, disrupting it and
  effectively negating the Armour-Penetrating quality of the attack.
  Reactive Armour works on a roll of 1+ on 1d20. Each time it
  successfully detonates, however, add 1 to the DC, as the mecha
  gradually becomes vulnerable through the depletion of its
  Armour. Thus, the second time, it works on a 2+, and so on. When
  the Reactive Armour detonates, anyone within 10’ (3 m) radius
  will take 1d10 damage as per an attack with the blast quality. This
  includes the mecha; as a result, Reactive Armour is rarely used on
  mecha with a Armour rating under 10. It takes about six hours to
  replace a set of Reactive Armour.
  Mecha�Point�Cost:�8 MP
  Extra�Arms�(Giant�Robot�only)
  A giant robot is assumed to have two arms, but it could have
  more (for example, a robot octopus).
  Mecha� Point� Cost:� Each extra arm costs 1 per 2
  points of Strength the mecha possesses (round down). For
  example, a mecha with Str 20 and three extra arms (a total of five
  arms) would pay 30 Mecha Points.
  Firing�Ports
  The mecha has one or more firing ports sufficient to let
  passengers fire out of the mecha with their own ranged weapons.
  The firing ports provide 9/10 cover (equivalent to arrow slits). 
  Mecha�Point�Cost:�+1 per firing port
  Hangar�(Giant�Robot�or�Vehicle�only)
  Any portion of a mecha’s cargo capacity (page 16) can be
  designated as a hangar bay for storage of other (smaller) mecha. For
  example, if the mecha has a 200-ton cargo capacity, it might designate
  that 150-tons are devoted to its hangar bay. Use common sense in
  determining the maximum number of mecha that can fit in a bay of
  the specified capacity, based on their described size and mass. 
  Mecha can also be carried as ordinary cargo, but cannot be
  effectively launched into battle, refuelled, etc. while in the cargo
  bay. It takes several rounds (or possibly much longer) to unload
  carried mecha.
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  Remote�Control
  The mecha has some form of control mechanism that enables
  it to be operated by remote control. A remote control mecha is
  sometimes called a drone or remotely piloted vehicle (RPV).
  Basic�Remote�Control
  The mecha is controlled from outside the mecha by the owner,
  who will use a radio (or other) control system. Doing so requires the
  Operator’s full attention: he or she cannot do anything else, just as if
  actually inside the mecha piloting it. This also means the Operator
  can only run one mecha at once. It uses the Operator’s stats as if he
  or she was aboard it. The control system must be specified as located
  in another mecha, a base, or a Hand-Held unit. The GM should
  decide what limitations (range, susceptibility to ECM, etc.) it has. 
  Advanced�Remote�Control
  As Basic Remote Control, but the mecha requires less
  supervision: the Operator can also do other things at the same time
  (including operating his or her own mecha, or controlling more than
  one advanced remote control mecha). If he or she divides his
  concentration in this way, the character suffers a cumulative -2
  penalty on all actions for each mecha being remotely controlling.
  If the mecha has a crew requirement, a team equal in size to
  that requirement must be used to control it.
  Mecha�Point�Cost:�5 for Basic Remote Control, 10
  for Advanced Remote Control.
  Sensors
  Mecha may be equipped with various instruments and
  electronics to enhance their ability to detect objects at a distance. 
  Sensors are usually used to make Computer Use Skill checks
  to spot targets. Instead of the normal penalty of -1 per 10’ (3 m),
  the penalty is -2 per 1,000’ times the range in miles (or -1 per 100
  m times the range in km). Thus, a radar with a range of 10 miles
  allows Computer Use checks to be made at a penalty of only -2 per
  (1,000’ times 10) 10,000’. The maximum range is 10 increments.
  Sensors noted as useful for targeting can be used when
  aiming attacks or navigating in the dark, bad weather, etc.; this
  negates the effects of darkness or concealment through which the
  sensor can see. Not all sensors are useful for targeting. 
  Infrared, Meta-Scanner, and Radar Sensors detect targets in
  a single direction — usually in a cone-shaped direction. A sensor
  can be specified as “global” (seeing in all directions) for double
  cost. Seismic and magnetic sensors are unaffected by solid objects
  and can “see” over the horizon; other sensors cannot scan through
  solid objects nor over the horizon. Sensors include:
  Infrared�(IR)
  The mecha has infrared sensors like modern main battle
  tanks or attack helicopters. These give its crew the ability to see in
  the dark (in monochrome) as if it were day; this is effectively
  Darkvision, except that the range is much greater. Infrared cannot
  see through solid objects. It can pick out heat shapes, see through
  ordinary darkness, smoke or fog, and detect people hiding in trees
  or bushes. It is useless underwater, but very effective in space. In
  space, range is 100 times greater. The sensor cannot see over the
  horizon. It can target opponents.
  position anywhere in the world. +4 equipment bonus on Navigate
  checks, but requires the existence of a friendly satellite network
  (or some other system, depending on the campaign setting) — no
  bonus if such a network is unavailable. 
  Mecha�Point�Cost: 1 for basic navigation, 2 for INS,
  2 for GPS. 
  Reflective�Coating
  The mecha’s Armour is optimised to reflect laser beams. The
  mecha gets an extra defence bonus against any attack defined as
  inflicting laser-type damage. The reflective coating does make the
  mecha easy to spot visually or detect by radar, however — the
  same defence bonus is also applied to rolls to spot or locate it.
  Mecha� Point� Cost:� 2 per +1 defence bonus vs.
  lasers, to a maximum of +10.
  Parachute�or�Re-entry�Shield
  The mecha has a parachute that that can be deployed (move
  action) to allow the mecha to “soft land” if air-dropped.
  Re-entry Shield: The mecha also has a re-entry capsule or
  shield that allows the mecha to drop from orbit into a planetary
  atmosphere and land safely via parachute or flying
  Make a Reflex save (DC 10, or DC 15 if landing in woods,
  mountain, or urban areas; +5 DC if dropping from orbit) to avoid
  falling damage.
  Mecha�Point�Cost:�1 if tiny or smaller, 2 if small, 3
  if medium, 4 if large, 5 if huge, 6 if gargantuan, 10 if colossal. x2
  cost for re-entry shield.
  Rooms�(Vehicle�Only)
  Colossal vehicles may have specialised internal rooms. These
  reduce occupancy as indicated.
  Kitchen
  Meals may be prepared aboard the mecha, providing room
  for two cooks to work (buy multiple kitchens for larger facilities).
  Counts as 3 occupants. 1 MP
  Conference�Room
  Meetings are held in this room. Counts as a number of
  occupants equal to its capacity. 1 MP
  Science�Lab
  This fully-equipped science lab gives a +2 Equipment bonus
  to any relevant scientific Skill check. Two scientists can work at a
  time; for larger facilities, buy multiple labs. Counts as 5
  occupants. 5 MP
  Sick�Bay
  A fully-equipped sick bay has surgical and diagnostic features
  and allows 2 people to be treated at a time. For hospital facilities, buy
  multiple sick bays. Counts as 5 occupants. 5 MP
  Workshop
  This fully-equipped machine shop includes a variety of
  specialised tools and spare parts. It grants a +3 equipment bonus on
  Repair checks for mechanical or, if technology allows, electronic,
  devices and lets character to make Craft (mechanical), (electronic),
  or (structural) checks without penalty. Counts as 5 occupants. 5 MP
  29
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  30
  provide an approximate size of the target (medium, large, etc.) but
  no actual information as to its shape or nature. They can detect
  large explosions and earthquakes at many times their base range.
  A seismic sensor is “global” automatically. It gains +5 to spot
  burrowing targets. 
  Magnetic
  These sensors detect ferrous metal objects or objects with
  powerful magnetic fields, such as electromagnetic railguns or
  fusion power plants. They are less precise than other sensors (-8 to
  scan) and cannot be used for targeting. Like seismic sensors, they
  only give approximate mass, direction, and distance only, but can
  are unaffected by concealment or intervening objects. One of their
  main advantages is that they are unaffected by water.
  Mecha�Point�Cost:�1.5 per mile (1 per km) of range
  if optics; 3 per mile (2 per km) of range if Low-Light Optics, Radar
  or Sonar; 5 per mile (3 per km) if Infrared or High-Res
  Radar/Laser; 8 per mile (5 per km) if Meta-Scanner; 10 per mile (6
  per km) if Seismic or Magnetic Sensor. Global Sensors are x2 cost;
  Seismic or Magnetic are Global at no extra cost.
  Shield
  A shield is a Hand-Held barrier that mecha can interpose to
  absorb damage from attacks. A mecha requires at least one arm in
  order to use a shield; if the mecha only has one arm, it can’t use a
  Hand-Held weapon and a shield at the same time. 
  A mecha Operator must have Shield Proficiency and the
  Giant Robot Fighting Feat to use a shield without suffering a -2
  armour check penalty on all attack rolls, and all Dex- or Str-based
  Skill checks.
  A shield may gives a defence bonus of up to +5. Decide on
  the defence bonus and record it, for example, +5 shield.
  If you prefer to use the BESM d20 rules for shields, see the
  appendix (page 74).
  Mecha� Point� Cost:� Cost is 3 per +1 defence up to
  def +3; after that, it is defence bonus x defence bonus.
  Stabilisation�Gear
  The mecha’s ranged weapons are gyrostabilised. They can be
  fired when moving without penalty, even if the gunner lacks
  special Feats. Exception: Weapons with the Static quality can still
  only be fired when the mecha is stationary.
  Mecha�Point�Cost:�10 Mecha Points.
  Stealth�
  The mecha is designed to be harder to detect via sensors,
  utilising shapes, materials, or electronics to foil radar and other
  sensors. Stealth imposes a penalty to any checks to spot the mecha
  using non-visual sensors.
  Stealth must be bought individually for Radar, Infrared,
  Sonar, Seismic, or Meta-Scan Sensors.
  Mecha�Point�Cost:�Stealth costs 1 if tiny or smaller,
  2 if small, 3 if medium, 4 if large, 5 if huge, 6 if gargantuan or 10 if
  a colossal size mecha, per +1 DC on attempts to detect the mecha,
  per sensor class.
  Optics
  These are telescopes or electro-optical TV cameras. Unlike
  other sensors, they do not provide any ability to see through
  concealment, but simply increase the range at which objects can
  be visually spotted. Low-light optics are also available; these
  provide limited night vision capabilities (halving penalties for
  darkness only) but cannot see through smoke, vegetation, etc.
  They can be used for targeting.
  Radar
  The mecha bounces radio waves off objects and analyses the
  reflections to determine the range and direction of targets. Radar lets
  the crew detect objects at long distances, but does not resolve colour
  or fine detail: it only gives the approximate size, range, and course of
  the object detected. Radar is an active sensor, so it can be jammed or
  detected. This is effectively Blindsight except that it does not work
  underwater, but does work in vacuum. It can see through darkness,
  fog, smoke, and vegetation; ignore concealment modifiers. In space,
  multiply range by 10. Radar can target opponents.
  Radar,�High-Resolution�or�Ladar
  The mecha has either an advanced high-resolution radar or
  laser-based radar sensor that provides a detailed visual image of
  the target’s surface. It won’t reveal colour, but will show texture
  and detail. Otherwise, treat as Radar, above.
  Meta-Scanner�(MS)
  The mecha has sensors like a science fiction starship, or
  perhaps uses magic. It can work like a High-Res Radar or Infrared
  Sensor or it can be set to detect life forms, metals, chemicals, or
  radiation sources. Meta-Scanners are often vulnerable to
  particular weather conditions, stellar storms, radiation from local
  ore, and anything else the GM believes could interfere with them.
  They cannot scan through Force Fields, and their scanning
  radiation can be picked up by other Meta-Scanners at the same
  range, so another vessel will also always know when they’re being
  scanned. In space, multiply range by 100 due to the absence of
  atmospheric interference. It can target opponents.
  Sonar
  The mecha has sonar sensors, similar to that used by a
  submarine or dolphin for detecting objects underwater. It may use
  passive sonar to “listen” for moving or noisy objects (“propeller
  noise at 6 o’clock — sounds like a Typhoon-class boat”) or use active
  sonar to resolve the object’s exact range and shape, or detect objects
  that aren’t making noise, search the sea floor for wrecks, etc. If active
  sonar is used, passive sonar on other mecha can detect it at longer
  distances: add the range of the active sonar to their passive sonar
  detection range. Sonar does not work in space, and gets only 1% of
  its normal range if used in air. Active sonar can target opponents.
  Seismic
  This sensor can detect large moving objects by the vibration
  they produce in the ground. They are less precise than other
  sensors (-8 on rolls to spot targets) and cannot be used for
  targeting. Seismic sensors ignore concealment or intervening
  objects, but cannot detect stationary things (unless they produce
  vibrations, such as jumping up and down, drilling, etc.). Both the
  mecha and the object must be on the ground. Seismic sensors can
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  BESM�d20�Attribute
  The mecha possesses one of the Attributes in the table below
  from BESM d20:
  Mecha�Point�Cost:�40 Mecha Points per BESM d20
  Character Point.
  Invisibility
  The mecha can blend into the background using advanced
  technology to make itself virtually invisible. It is possible to attack
  while invisible, but moving through snow, rain, water, footprints,
  vegetation, etc. may reveal the mecha’s approximate position. 
  Use the normal rules for Invisibility from the Special
  Abilities section of the DMG.
  “Cloaking” devices are often vulnerable to damage, since
  they’re on the surface of the mecha. If the mecha loses more than
  half its Hit Points, its cloaking device will stop working.
  Mecha�Point�Cost:�10 if fine, 25 if diminutive, 50 if
  tiny, 100 if small, 150 if medium, 200 if large, 250 if huge, 300 if
  gargantuan, or 500 if colossal size. Add 10% to cost per sensor type
  (Radar, IR, etc.) it works against in addition to vision and optics.
  Force�Field�
  Some mecha possess Force Fields. A Force Field is different
  from Armour in that it can be battered down by a sufficiently
  powerful attack.
  A Force Field can be up or down. When down it does not
  stop any damage. When up, it is often invisible (GM’s option), but
  Meta-Scanners and possibly other sensors can usually detect it
  and “shields up” may be construed as hostile in some quarters.
  Force Field status must be set at the start of the mecha Operator’s
  actions for the round and cannot be changed until their turn to act
  in the next round.
  Targeting�Bonus
  A mecha may have a targeting bonus as a result of a built-in
  ballistic computer or sighting system.
  A targeting bonus must be bought individually for each
  weapon. Targeting bonus usually ranges from +1 (superior sights)
  to +5 (the most advanced targeting laser and radar coupled to a
  ballistic computer).
  Mecha�Point�Cost:�5 Points per +1.
  Wall-Crawling
  The mecha can use spikes, adhesive pads, or some other means
  to climb walls and ceilings as if it were an insect. The mecha must
  have a land speed to use this ability. It gets +8 on all Climb checks,
  and may take 10 while climbing, even if threatened or distractred.
  Mecha� Point� Cost:� 2 per point of Armour (treat
  Armour 4 or less as 5).
  Step�11
  Choose�Exotic�Abilities
  Some mecha have exotic abilities that are the product of
  advanced superscience or even magic. The GM may forbid some
  or all Exotic abilities, especially if the game is intended to have a
  more “realistic” tone.
  Artificial�Intelligence�(A.I.)
  The mecha is possessed of artificial intelligence of some sort.
  Limited�A.I.
  The mecha can operate on its own, but has no self-initiative.
  It can be given orders or programmed with directives, but obeys
  in a slavish, unimaginative fashion. The mecha has no emotions
  or desires. In short, it behaves much like a golem or other
  Construct, and can even be considered one. 
  A mecha with limited A.I. will have Dexterity, Wisdom, and
  Charisma abilities, but its Charisma cannot exceed 1. 
  Full�A.I.
  The mecha is capable of exercising (or at least simulating)
  self-initiative and creativity, but remains loyal to the character
  that owns it (unless it has the Hidden Program or Purpose Defect).
  A mecha with full A.I. has Dexterity, Intelligence, Wisdom, and
  Charisma abilities.
  Mecha�Point�Cost:�The Mecha Point cost is equal to
  the sum of the mecha’s ability scores multiplied by 5. These scores
  may not exceed 18 without GM permission; the GM may wish to
  roll them randomly.
  Size Adjustment: Smaller mecha tend to be more agile than
  larger mecha. After determining the Mecha Point cost of the
  mecha’s ability scores, adjust the mecha’s Dexterity value based
  on its size category. The mecha does not pay (or earn) Mecha
  Points for this adjusted value.
  31
  Size
  A.I.�Dexterity�Modifier
  Fine
  +8
  Diminutive
  +4
  Tiny
  +2
  Small
  +1
  Medium
  +0
  Large
  -1
  Huge
  -2
  Gargantuan
  -4
  Colossal
  -8
  •• A.I. DEXTERITY ADJUSTMENT DUE TO SIZE ••
  Combination Attack
  Computer Scanning
  Contamination
  Elasticity
  Environmental Control 
  Immunity
  Insubstantial
  Massive Damage
  Mind Control
  Mind Shield
  Personal Gear
  Projection
  Sensory Block
  Size Change
  Special Defence
  Special Movement
  Swarm
  Telekinesis
  Telepathy
  Teleport
  Unique Attribute
  •• APPROPRIATE BESM d20 ATTRIBUTES ••
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  Chapter 02:�Mecha�Design
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  32
  XBD-2�Azrael
  The “experimental bipedal dreadnought” codenamed Azrael is
  a 70’-tall piloted giant robot constructed by the secret organisation
  Theomachia to defend the Earth and its colonies against invaders.
  Using the “prescient over-technology” devised by its creator, the
  precognitive genius Cassandra Katsukawa, the XBD-2 is controlled
  by a single pilot who synchronises with its onboard bio-computer
  through a neural interface in the cockpit. It is powered by a “cosmic
  monobloc reactor” that opens a portal to tap the energy of a
  newborn pocket universe. This energises its primary defence, the
  Aegis Force Field, and also recharges its main weapon, an
  experimental antimatter particle cannon. The XBD-1 cannot fly in
  atmosphere, but its prototype reactionless drive will accelerate it in
  space, and for added speed it has chemical rocket boosters.
  Mecha�Type:�Giant robot
  Class:�“Exo-dreadnought”
  Size:�Colossal (70’ tall, 100 tons)
  Hit�Points:�150 [100]
  Occupants:�1 Operator [10]
  Cargo:�200 lbs. [1]
  Armour:�30 [150]
  Defence:�2+8 Bonus = 10 (1d20) [64]
  Strength:�72 (+31) [186]
  Land�Speed:�50 mph (440’) [150]
  Dramatic�Space�Flight: 0.5 G [150]
  Handling: -8/0 [40]
  Special� Abilities:�
  Booster (+2 G, 10 G-rounds) [60],
  Communications (Laser, Tactical Radio: Scanner; Secure) [8],
  Countermeasures (LWR, RWR) [4], Ejection Seat [3], Environmental
  Systems (Life Support) [20], Navigation Aids (INS) [2], Sensors (Meta-
  Scanner: 10 miles) [80], Stabilisation Gear [10], Targeting Bonus +5 [25]
  Exotic�Abilities: Force Field +196 HP [588], Mind Interface [10]
  Defects: Reduced Endurance (several hours) [-20], Weak Point [-30]
  Antimatter�Particle�Cannon
  Damage: 20d8
  Critical:�20
  Type: antimatter
  Increment:�800
  Rate�of�Fire:�SS
  Magazine:�30
  Size:�Gargantuan
  Notes: Blast x2; Space-Optimised, Unreliable [180]
  Plasma�Sword
  Damage: 10d12
  Critical:�20
  Type:�plasma
  Increment: —
  Rate�of�Fire: —
  Magazine: —
  Size:�Gargantuan
  Notes:�Armour-Penetrating; Melee; Alternative Weapon; Hand-
  Held [9]
  Cost:�1,800 Mecha Points. US $324 million
  •• SAMPLE MECHA ••
  •• XBD-2 AZRAEL ••
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  Chapter 02:�Mecha�Design
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  Example: Four mecha can combine to form a 1,000 Point
  mecha. It will cost each one of them 1,000 Points divided by 20 (5
  x 4 mecha) — or 50 extra Points to have the capability to
  transform into that mecha.
  Note: GMs may wish to limit the Point values of the larger
  mecha to avoid abuse of the system.
  Mind-Interface�System
  The mecha has a system that links the pilot’s nervous system
  with its controls, enhancing its handling. When activated, a mind
  interface system provides an equipment bonus to manoeuvre,
  initiative, melee attack rolls, and to Reflex saves.
  This provides a +3 bonus if the mecha is a suit, +2 if a giant
  robot, or +1 if a vehicle.
  There is a dark side, however. If the mecha takes damage, the
  feedback through the interface may shock the user. If the mecha is
  badly damaged (loses half or more of its HPs from a single attack)
  or is disabled by cumulative damage the Operator must make a
  Fortitude save (DC 15) or be stunned for 1d6 rounds. 
  Mecha�Point�Cost:�10 Mecha Points.
  Self-Repair�or�Regeneration
  The mecha is capable of healing itself. This can represent a
  self-healing bio-mechanical creature, an auto-repair system, or a
  good repair crew. A mecha cannot heal or regenerate if it is
  destroyed. Each period (see below) the mecha will heal 1 HP. A
  mecha cannot have both Self-Repair and Regeneration.
  Self-Repair
  The mecha can heal Hit Points every day of rest.
  Regeneration
  The mecha can regenerate Hit Points every round, whether
  resting or not. Hit Points that are part of a Force Field do not
  benefit from Regeneration or Self-Repair.
  Mecha� Point� Cost:� 1 per 5 HP if self-repair; 1 per
  HP if Regeneration.
  Spell-like�Ability
  The mecha, either through super-science or via truly magical
  means, has the ability to generate an effect similar to a spell. The
  GM must approve all spell-like abilities that are assigned to a mecha
  as they must fit within the parameters of his or her campaign
  setting. If a spell’s effects depend on the caster’s Level, treat it as if
  cast by a character of the mecha’s ECL (see page 47).
  Mecha�Point�Cost:�The cost of a spell-like ability is
  equal to the spell Level (treat zero Level spells as Level 1) cubed
  times the number of times per day the ability can be used: Spell
  Level x Spell Level x Spell Level x Number of times usable per day
  Example: A mecha is assigned a spell-like ability: Prismatic
  Wall (1 per day). Prismatic Wall is an 8th Level spell and thus costs
  (8 cubed times 1 per day) 512 Mecha Points. If the mecha’s final
  ECL (see page 47) was 12, the ability would generate a wall 48 feet
  wide by 24 feet high, as per the spell’s description. Another mecha
  with spell-like ability: Hypnotism, a 1st Level spell, usable three
  times a day, would cost (1 cubed times 3) 3 Mecha Points.
  A Force Field provides extra Hit Points that absorb damage
  if the mecha is hit. Decide how many HP the field has. This must
  be at least 3 if tiny, 5 if small, 10 HP if medium size, 20 if large, 30
  if huge, 40 if gargantuan or 50 if colossal. 
  Damage is first applied to the Force Field, before Armour is
  subtracted.
  A Force Field can quickly recover if undisturbed. The field
  recovers 1 HP per round if a medium size mecha or smaller, 2 HP
  if large, 3 HP if huge, 4 HP if gargantuan or 5 HP if colossal. The
  field may not recover HP in any round it took damage, whether it
  is “up” or not.
  Limited�Duration�Force�Field
  Some Force Fields can operate only for a brief time before
  running out of power or burning out. If the field is “up” for more
  than a minute (10 rounds) it has a 1 in 6 chance each round after
  that of burning out or running out of power. This disables it until
  repaired or recharged (GM’s option).
  Limited�Protection�Force�Field
  Some Force Fields only protect against certain damage types.
  If the field can only protect against a single type of energy (for
  example, lasers, fire, etc.) or vs. fast-moving projectiles (ballistic
  damage type) it will be cheaper.
  Mecha� Point� Cost:� 3 per HP the Force Field
  possesses, or 2 per HP if the Force Field is either limited duration
  or gives limited protection, or 1 per HP if both.
  Merging
  Merging allows several mecha to combine into a single
  bigger mecha. 
  Design the merged mecha. Three additional criteria apply to it:
  1. The combined mecha must be able to carry all crew and
  passengers of the mecha that merged.
  2. Its Hit Points must always equal the combined Hit Points of all
  the mecha that made it up.
  3. Its size must be equal to or greater than the size of the mecha that
  made it up. Design the mecha so its size is appropriate to the
  number of mecha that merge into it and the HP requirement.
  Decide which one of the crew pilots the mecha. Other crew
  members may fire individual weapons (if the mecha has more
  than one) or run other equipment — who operates what should
  be specified when the mecha is designed. 
  The mecha cannot merge if any component mecha are
  reduced to 0 or fewer HP. If damaged mecha merge together, some
  damage carries over: the Hit Points of the combined mecha is
  based on their total  remaining Hit Points.
  If a merged mecha separates, divide the current (damaged)
  HP of the combined mecha by its original undamaged HP and
  multiply this by each mecha’s undamaged HPs to find their
  uncombined Hit Points remaining. Mecha damaged before
  merging retain the damage after merging, naturally.
  Mecha� Point� Cost:� Merging costs each mecha a
  number of Points equal to the Point value of the mecha they
  combine to form divided by (5 times the number of mecha
  forming it). The mecha they form must be assigned a Point total.
  33
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  34
  Some mecha can mechanically alter their shape or function.
  It is also possible for mecha to change between giant robot,
  vehicle, and suit types. For example, one might shift from a giant
  humanoid to jet fighter. 
  Decide on the number of different forms the mecha has. Buy
  the most expensive single form. 
  Each extra form costs 1/5 what it would normally cost.
  Each form must be big enough for any occupants or cargo that
  the previous form contained. Otherwise, conservation of size and
  mass is realistic, but is certainly not a requirement (mecha may use
  super-science technologies to shunt extra mass into a pocket
  dimension, or use magic, to get around such physical limits).
  It takes a mecha one round (and a full action) to transform
  from one form to another during which time its crew cannot take
  other actions. To do so faster, see Mechamorphosis Feat, page 10.
  If a mecha has three or more forms, the designer must name
  each form and specify a transform sequence. For example, if a
  mecha has a “walker,” a “hybrid,” and a “flyer” form, the sequence
  may be walker-hybrid-flyer.” The mecha can turn from hybrid into
  walker or flyer, but not from flyer to walker (or vice versa). A
  mecha with three or more forms can ignore this limitation and
  perform non-sequential transformation for an extra Mecha Point.
  Example�of�Transformation
  The Brunhilda is a mecha that has two forms: Wing Striker
  and Land Striker. Each form is designed independently. The Wing
  Striker turns out to cost 500 Mecha Points, while the Land Striker
  costs only 400.
  The Brunhilda’s cost is thus equal to the cost of the most
  expensive form — the Wing Striker — at 500 Points plus 1/5 the
  cost of the other forms — in this case, the Land Striker at 400 x
  1/5 = 80 Points. Total cost is thus 500 + 80 = 580 Points.
  One-Way�Transformation
  The mecha cannot transform back to a prior form without
  considerable work at the hands of mechanics or lab technicians
  (taking a few hours time). For example, the original mecha might
  include a rocket booster to help it get to space, then it would
  “transform” into its more agile form by ejecting the boosters.
  Another example is a robot that sheds its human-like skin and
  pops out various weapon pods.
  If a transformation is one-way, it costs half as many Mecha
  Points (1/10 cost of each extra form).
  Step�12
  Choose�Defects
  These are Defects that affect the workings of the mecha.
  Defects reduce the Mecha Point Cost.
  Mecha Defects cannot reduce the Mecha Point Cost of a
  mecha below 1 Point. If this happens, treat the mecha as costing 1
  Mecha Point.
  Summonable
  The mecha is linked to one special owner and can appear or
  disappear on command. Decide whether it normally appears
  beside the character or forms around him or her with the
  character inside. This special ability is quite powerful, since it lets
  one bring a mecha into situations where dragging one along is
  normally unacceptable, like school, an embassy ball, or jail. There
  are two versions of Summonable:
  Summonable�(Slow)
  The mecha takes several rounds to summon (GM’s option,
  or roll 2d6). The character can do nothing else — he or she may be
  concentrating, calling it, assembling it from smaller parts, etc.
  Summonable�(Fast)
  The mecha takes only one round to summon.
  Summoning�Objects
  Some summonable mecha have a special item that the
  character must have in order for the mecha to appear. The item
  may be the mecha in a more compact, but powerless shape, or a
  device that enables the mecha to be summoned from another
  dimension. Thus, a mecha can be prevented from appearing if the
  item is taken away. Typical summoning objects can include
  medallions or amulets, swords, items of clothing, bracers, rings,
  cubes, eggs, or even suitcases (with the mecha folded up inside).
  Mecha�Point�Cost:�1 fine, 5 diminutive, 10 tiny, 15
  small, 30 for a medium mecha, 45 for a large mecha, 60 for a huge
  mecha, 75 for a gargantuan mecha, 90 for a colossal mecha. +15
  cost for Summonable (Fast). If the mecha requires a summonable
  object, note this in parenthesis; the cost is -15 Points.
  Super-Equipment
  The mecha has some item of equipment not otherwise
  defined that possesses special abilities that could have a
  significant effect on game balance. Examples of special equipment
  would be a “transporter” device that allows the crew members to
  be teleported great distances, a built-in magical laboratory, or
  doomsday bomb that, if activated, could destroy a city or even an
  entire planet. It is up to the GM to specify the abilities of special
  equipment, and to establish appropriate limitations given the
  game’s scope and setting.
  Mecha�Point�Cost:�This is up to the GM. Base it on
  how common the equipment is, how powerful it is relative to
  other systems, and how easily it is countered. For example, a space
  opera teleport chamber that followed conventions common to TV
  (range of about 10,000 miles, requires a radio beacon or similar
  device to “lock on to” when transporting someone back to the
  mecha, transports a half-dozen people at once, can’t work through
  Force Fields, odd mineral concentrations, ion storms, etc.) might
  cost 1,000 MP if a rare advantage, or 200 MP if common enough
  that every ship has one.
  Transformation
  Certain mecha — often rare, expensive, or magical — have
  the ability to change shape.
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  Chapter 02:�Mecha�Design
  35
  snow, or soggy ground. This is cumulative with the penalties for
  Road Vehicle.
  Mecha�Point�Cost:�-1 per 10 mph (16 kph) of land
  speed.
  Hovercraft
  This Defect can only be taken if the mecha can fly. It means
  the mecha’s ceiling is divided by 100, usually no more than 10’ 
  (3 m) above ground. Take this for hovercraft or wing-in-ground-
  effect vehicles.
  Mecha�Point�Cost:�-5 MP
  Naked�Operator
  One or more of the important crew members must be naked
  to pilot or crew the mecha. This Defect occurs surprisingly often
  in anime. The naked crew member is usually floating in some sort
  of neural-interface tank, often with strategically placed electrodes
  or tubes connecting them to the mecha’s life system. The
  disadvantage of this, aside from embarrassment, is the time it
  takes to get dressed before exiting the mecha.
  Mecha� Point� Cost:� -5 if one Operator must be
  naked; if 2+ crew members, -10 if all must be naked.
  Noisy�or�Very�Noisy
  The mecha is noisier than an ordinary person. Mecha whose
  only type of movement is Space Travel or Star Drive may not be
  noisy. A noisy mecha is also detected more easily by sonar or
  Listen checks. A noisy mecha can never attempt to Move Silently.
  “Noisy” means the mecha is as noisy as an ordinary automotive
  engine. +10 on Listen or sonar checks to notice it; weapons with the
  Sonar Homing quality get a +4 to lock on and attack.
  “Very Noisy” means the mecha is as noisy as an aircraft
  engine. +20 on Listen or sonar checks to notice it; weapons with
  the Sonar Homing quality get a +8 to lock on and to attack.
  Mecha�Point�Cost:�-5 if noisy, or -10 if very noisy.
  One�Hand/No�Hand�(Giant�Robot�only)�
  A giant robot is assumed to have two arms with hands, but
  it could have only one, or even none, instead having legs or no
  limbs at all. If it has one hand it cannot hold onto something at the
  same time it punches someone or uses a Hand-Held weapon.
  Mecha� Point� Cost:� -1 per 2 point of Strength the
  mecha possesses if one hand, or -1 per point of Strength if it has
  no hands.
  Open
  The mecha’s Armour does not protect the crew or
  passengers, only the mecha itself. This is common for mecha like
  galleys, jeeps, motorbikes, open-cockpit biplanes, speedboats, or
  robot horses. The mecha provides 1/2 cover, or no cover if the
  mecha is the same size or smaller than the rider.
  Mecha� Point� Cost:� -2 per point of Armour the
  mecha has.
  [Direction]-Optimised�Armour
  The Armour’s full value protects against attacks from one
  direction (usually front-optimised). Attacks from other directions
  (for example, the side, rear, top, and bottom) are protected at 2/3
  Armour (round down).
  Explosive Reactive Armour can also be [direction]-
  optimised. If so, it only protects in the optimised direction.
  Mecha� Point� Cost:� -1 per point of Armour the
  mecha has. If taken for Explosive Reactive Armour, this is worth 
  -2 Points.
  Flammable
  The mecha’s structure and armour are made of wood or
  similar flammable material. Its Armour does not protect at all
  against fire, plasma, or other fire-based damage. Saves against fire
  are made at a -4 penalty. See Fires, page 64.
  Mecha�Point�Cost:�-1 per point of Armour.
  Glider
  Glider can be taken by a mecha that can fly and does not
  have the Hovercraft or Wind-Powered Defects. It means the
  mecha can only take off if launched from a fast-moving vehicle or
  high place, and can only gain speed by diving or gain altitude by
  riding thermals. Assume a glider has a glide ratio of about 60:1 if
  average manoeuvrability, 30:1 if poor manoeuvrability, or 20:1 if
  clumsy. A 60:1 glide ratio means (for example) that if dropped
  from a height of 1 mile, it could glide for 60 miles before landing.
  A pilot check (DC 10) can extend glide ratio by 10% for every
  point by which the check succeeded.
  Mecha� Point� Cost:� -2 per 10 mph (16 kph) of air
  speed.
  Hangar�Queen
  The mecha requires extra careful maintenance to work
  properly. If this is not available, the GM should feel free to impose
  breakdowns of various systems whenever seems dramatically
  appropriate. If a mecha is transformable, this Mecha Defect is
  only allowed if each form possesses it.
  The mecha spends much of its time in a garage, shop, port,
  etc. undergoing repairs. For every hour it was used, it should be
  given at least an hour of maintenance.
  Mecha�Point�Cost:�-10 MP
  High�Ground�Pressure�(HGP)
  This Defect can only be taken if the mecha has a land speed.
  It means that the contact area of its wheels, legs, or tracks is slight
  compared to the mecha’s weight. Consequently, it tends to sink
  into the ground. Most civilian cars and trucks possess this Defect
  while specialised all-terrain vehicles or dirt bikes do not have it.
  Most tanks do not have a high ground pressure due to the width
  of their tracks, but a “realistic” two-legged giant robot may have
  this problem unless it has very large feet.
  The mecha will bog down in any swamp, deep snow, or mud
  (no movement). It moves at 1/2 speed when crossing sand, light
  35
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  36
  Service crew are in addition to any Operators (pilot,
  commander, equipment operators, or gunners). For weapon
  loaders, use the Crew-Served restriction (page 44) instead.  The
  mecha must have sufficient passenger occupancy to carry that
  many crew. If a mecha loses service crew it will not stop
  functioning (provided there is someone to pilot it), but it will not
  run smoothly.
  For each 25% a mecha is undercrewed (round up), the GM
  can impose a -2 penalty on all mecha-related Skill checks rolls or
  pick a system (sensors, Force Fields, maintenence, a weapon) that
  has gone unmanned and thus cannot be used. A short,
  overworked crew is also more likely to make mistakes, leading to
  equipment breakdowns.
  Mecha� Point� Cost:� Depends on the Service Crew
  requirement: -2 if one crew member, -4 if two crew, -6 if 3-4 crew,
  -8 if 5-8 crew, -10 if 9-16 crew, -12 if 17-32 crew, -14 if 33-64 crew, 
  -16 if 65-128 crew, etc.
  Example: The starship Viva Zapata is a Colossal mecha with
  an occupancy of 350. The mecha has a Service Crew of 100. This
  Defect is worth -16 Mecha Points.
  Stall�Speed
  This can only be taken by a mecha that has a ceiling and air
  speed. If the mecha has a stall speed, it must always fly faster than
  the stall speed to remain in controlled flight. If it does not, it will
  go out of control. 
  Ordinary airplanes will have a stall speed. Mecha that use
  flapping wings may have a low stall speed or none at all if they can
  hover like a hummingbird. Other types of flying mecha (vertical-
  takeoff aircraft that use thrust vectoring, helicopters, antigravity
  flyers, hovercraft) will not have a stall speed.
  A typical stall speed is about 10-25% of air speed. Decide on
  the speed in mph or kph, and also determine the combat stall
  speed (see Combat Speed, page 53)
  Mecha�Point�Cost:�-1 per 10 mph (16 kph) of stall
  speed x Armour. Treat Armour 0-4 as 5.
  Start-Up�Time
  If the mecha is shut down, a character cannot just climb into
  it and blast off cold. For example, it might be a complicated
  powered armour suit that takes a few minutes to put on, a power
  plant that takes time to warm up, or a rocket that takes hours of
  preparation in order to be ready for launch. Start-Up Time should
  only be taken for mecha that have Reduced Endurance of a day or
  less, as the time is trivial if the mecha runs constantly. 
  Mecha�Point�Cost:�-2 if 1 minute (10 rounds), -4 if
  10 minutes, -8 if an hour, -16 if 4+ hours.
  Volatile
  Fuel, a boiler, or ammunition may explode if the mecha is
  disabled or destroyed. If the attack that disables or destroys the
  mecha dealt damage past its Armour equal to or greater than half
  its normal full Hit Points, the mecha will explode after 1d6
  rounds. This explosion deals 1d6 damage per full 5 HP the mecha
  Poor�Visibility
  The mecha has very poor visibility, due to small or no
  windows and a lack of compensating sensors, or other problems.
  The only way to get unrestricted vision is to actually stick one’s
  head out a hatch or window (leaving one with only half cover, as
  per the Open Defect). Otherwise, attempts to spot something
  visually from inside are at -2 if looking directly forward and -4 if
  looking in any other direction.
  This is common for tanks. Mecha with the Open Defect
  should never have this Defect.
  Mecha�Point�Cost:�-5 MP
  Reduced�Endurance
  The default assumption is a mecha has an indefinite range —
  it can operate for months at a time, like a sailing ship or nuclear
  submarine, provided supplies of food and water are available. If the
  mecha must refuel or recharge before then (something that should
  take at least half an hour of effort) it has Reduced Endurance.
  Select one of these operational periods: a few weeks, several
  days, a few days, several hours, a few hours, several minutes. In
  this context, “several” means 5-30; “a few” means 1-4.
  Mecha� Point� Cost:� -5 if a few weeks, -10 if several
  days, -15 if a few days, -20 if several hours, -25 if a few hours, -30 if
  several minutes.
  Restricted�Path
  For one reason or another, the mecha cannot leave a
  narrowly restricted area. This may represent a robot that is
  programmed to follow a specific guard route, a railway train, cable
  car that cannot leave its track, or a towed trailer/carriage.
  Another way to interpret this is a mecha that is attached to a
  generator by a power cable. The mecha can operate normally
  unless the cable is unplugged, then has only a few rounds reserve
  power (and an enemy mecha that grabs it might unplug it).
  Decide if it is a long path (like a railway line) or a short path
  (like a tether or a building interior)
  Mecha�Point�Cost:�-1 fine, -3 diminutive, -5 tiny, -
  10 small, -15 if medium, -20 if large, -25 if huge, -30 if gargantuan,
  or -50 if colossal; x2 if a short path.
  Road�Vehicle�(Vehicle�Only)�
  Take this Defect for most wheeled vehicles. The mecha
  attains full land speed only on a smooth flat surface such as a
  paved road. Its land speed is cut in half in other circumstances,
  such as on a dirt road, off-road, etc.
  Mecha�Point�Cost:�-1 per 10 mph (16 kph) of land
  speed.
  Service�Crew
  The mecha is large enough that it requires a crew of
  engineers, sailors, or other individuals to perform maintenance,
  man rigging, cook, etc. Their training and skills will depend on the
  technology of the mecha, and may range from carpenters to
  nuclear reactor engineers. 
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  Chapter 02:�Mecha�Design
  37
  Step�13
  Design�Weapons
  Mecha do not need to be armed, but may possess an array of
  impressive weapons.
  A suit or giant robot’s fists can inflict damage even if it has
  no weapons. Base damage is 1 if tiny, 1d2 if small, 1d4 if medium,
  1d8 if large, 2d6 if huge, 2d8 if gargantuan, and 4d6 if colossal,
  plus strength modifiers. More potent attacks — including bite or
  claw attacks — should be built using the mecha weapon creation
  rules.
  If the mecha has multiple weapons, design each one
  individually. If the pilot can make multiple attacks, several
  weapons may be used each round. The same holds true for
  multiple crew aboard a mecha assigned as gunners. If you want
  one weapon to have multiple ammo choices, take the Alternate
  Ammo option (page 39).
  In d20 Mecha, a “weapon” does not necessarily mean a single
  gun or missile. A set of multiple missiles on rails or pods is best
  treated as a single weapon (with several shots). A ship-of-the-line’s
  broadside of dozens of cannons facing in the same direction is
  best handled as 1-3 weapons with extra damage and qualities such
  as Volley.
  Most mecha attacks inflict damage: refer to Damage, below,
  and assign the dice of damage. Some attacks do not deliver
  ordinary damage, but instead, have other effects: Flare, Nerve
  Gas, Riot Gas, Smoke, or Tangle.
  Damage
  Select the type and number of dice of damage inflicted, for
  example, 4d4 or 6d10. This determines the weapon’s effectiveness
  and MP cost.
  Critical: A weapon’s normal critical threat rating is 20. This
  can be modified by assigning the Increased Threat quality.
  had when undamaged (minimum 2d6) to everyone within the
  mecha (Reflex save, DC 20, for half damage). Half that damage is
  inflicted to everyone and everything within a number of feet equal
  to the mecha’s full Hit Points (or metres equal to one-third full
  HP) of the blast (Reflex save, DC 15, for half damage).
  Mecha�Point�Cost:�-1 per full 5 HP the mecha has.
  Weak�Point
  Due to a flaw in the design, there is a weak point in the
  mecha. If an attacker knows where it is (this may require study of
  enemy wreckage, espionage, sensor scans, etc) an attack to that
  point is much more likely to cripple or destroy the mecha. 
  A critical hit strikes the weak point and ignores the mecha’s
  Armour. If an attacker knows about the weak point, an attack
  made at a -8 penalty may deliberately target the weak point and
  ignore the mecha’s Armour.
  Mecha� Point� Cost:� -1 per point of Armour the
  mecha has.
  Windows
  The mecha has large windows (like a car or jet liner) or
  canopy which does not protect against attacks aimed through
  them. This may not be taken in conjunction with the Open Defect
  (page 35).
  If a mecha’s occupants are attacked, they can only claim
  three-quarters cover. Occupants that lean out of windows (for
  example, to shoot) will get only one-half cover. An attack can
  deliberately target a window at -4 to hit, ignoring the vehicle’s
  Armour. 
  Mecha� Point� Cost:� -1 per point of Armour the
  mecha has, if it has Armour 2+. Otherwise, none.
  Wind-Powered�(Vehicle-Only)�
  The mecha is a sailing craft, powered by the wind. Its top
  speed will never exceed the present velocity of the wind, and it
  cannot move against the wind (it can tack upwind, but cannot
  move directly against the direction from which the wind is
  blowing). 
  This is most appropriate for mecha with Water Speed,
  though wind-powered land or air vehicles are possible. It’s usually
  inappropriate for mecha with top speeds over 30 mph (48 kph). 
  It can be used with Dramatic Drive for space sails (page 21);
  the exact effects depend on drive technology: for example, a light
  sail will have its acceleration decline with the square of distance
  from the sun (measured in multiples of Earth’s average distance
  from the sun).
  This cannot be taken in conjunction with the Glider Defect.
  Mecha�Point�Cost:�-1 if large or smaller, -2 if huge,
  -3 if gargantuan, -5 if colossal.
  37
  Some examples of “real world” weapons translated into d20
  Mecha terms include:
  • 12-lb. smoothbore muzzleloading cannon (12-lb. cannon ball):
  3d8; Slow-Firing and Static restrictions.
  • 7.62mm (0.30-caliber) machine gun: 2d10; Automatic quality.
  • 12.7mm (0.50-caliber) heavy machine gun: 2d12; Automatic
  quality.
  • 20mm Vulcan cannon: 3d10; Automatic x2 quality.
  • 25mm chain gun with HE ammo: 4d12; Automatic and Blast
  qualities.
  • M72 LAW Anti-tank rocket: 10d6; Blast and Armour-
  Penetrating qualities.
  • 88mm anti-tank gun (circa 1942 AD): 9d10; Slow-Firing quality.
  • TOW-2 anti-tank missile: 10d10; Blast and Armour-Penetrating
  qualities.
  • 120mm tank gun with APFSDS ammo: 10d12; Armour-
  Penetrating quality.
  •• EXAMPLES OF WEAPONRY ••
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  38
  Range�Increment
  A weapon’s base range increment is 50’ (15 m) for a special
  attack. If the attack inflicts damage though, the increment shown
  on the table for the weapon’s die type is multiplied by the dice of
  damage to get the increment. For example, 2d8 has an increment
  of 40’ x 2 (for two d8) = 80 feet.
  The actual increment can be modified by taking weapon
  qualities or restrictions. Each level of Long Range may up to
  double range; each level of Short Range may up to halve it.
  Example: A mecha has a 120mm tank gun with 10d12
  damage; this gives a range increment of 60 x 10 = 600’. In the real
  world, a 120mm gun can reliably strike targets out to about
  12,000’. This would suggest a range increment of about 1,200,
  since weapons can reach out to 10 x their range increment.
  Various Feats and devices, however, allow experienced gunners to
  multiply their range increment by 1.5 to 2, so 600’ is quite
  reasonable for the tank gun. 
  Magazine
  A weapon has an ammo capacity (magazine) of 17-30 shots
  before running out of projectiles or power. This may be modified
  via the Extra Ammo quality or the Low Ammo restriction. 
  Mecha�Point�Cost
  If the attack delivers damage, multiply the dice of damage by
  the cost shown for the chosen dice size (twice its average damage)
  on the Weapon Damage Cost Chart (page 39). 
  Example: The Valkyrie is a missile that inflicts 5d6 damage
  (giving a 100’ range increment). The cost of each d6 is 7 Points.
  The Valkyrie missile will cost 5 x 7 = 35 MP.
  If a special attack, the cost is equal to the (modifier + 10)
  multiplied by 1 if smoke, 2 if flare, hot smoke, riot gas, or tangle,
  and 3 if nerve gas. Thus a +5 nerve gas attack costs (10 + 5) x 3 =
  45 Mecha Points.
  Special�Attacks
  These are all ranged touch attacks. Assign each special attack
  a modifier (usually 1 to 20), which applies to DCs and determines
  the weapon cost.
  Flare
  If hit (or in the radius of a Blast-effect or Emanation-effect)
  the target may be blinded. Everyone looking in the direction of the
  flash when the attack strikes must make a Fortitude save with a
  DC of (15 plus the Flare modifier) or be blinded for 2d6 rounds.
  Nerve�Gas
  If hit, this will kill individuals who fail a DC (15 plus the
  Nerve Gas modifier) Fortitude save. Anyone wearing a pressurised
  suit, or in a mecha with NBC filters or life support is unaffected.
  This must be combined with the Emanation quality (page 40).
  Riot�Gas
  If hit, this requires individuals in the area of effect to make a
  Fortitude save against DC (15 plus the Riot Gas modifier) or be
  blinded and stunned for 2d6 rounds. Anyone using a gas mask,
  wearing a pressurised suit, or in a mecha with NBC filters or life
  support is unaffected. This must be combined with the Emanation
  quality (page 40).
  Smoke
  The attack produces an obscuring smoke cloud. Smoke gives
  a 50% concealment modifier, and is also treated as 3/4 cover vs.
  lasers. The smoke remains for a number of rounds equal to the
  Smoke modifier. If the attack is assigned the Emanation quality
  (page 40), the base duration doubles (or the area of effect my
  double, as per the normal Emanation rules).
  Hot�Smoke
  As smoke, but affects infrared sensors.
  Tangle
  The attack projects a web or net. Treat as a Web spell except
  it requires an attack roll; if combined with Blast it will affect
  everyone in the area; if combined with Emanation, it is sticky, and
  will affect anyone who moves into the area as well. The DC to
  break free is (20 plus the Tangle modifier).
  Type
  Specify the type of damage that the attack inflicts. This is
  important because some mecha Armour or creatures may be
  resistant or immune to certain types of damage. Specify one of the
  following types:
  Ballistic (bullets and other high-velocity projectiles),
  piercing (pointed thrusting or ranged weapons like spears,
  arrows, etc.), slashing (swords, whips, etc.), bludgeoning (clubs,
  fists, tails, etc.), energy (of a specific type: fire/plasma, laser,
  electrical, cold, sonic), or blast (explosions).
  Rate�of�Fire
  The default ranged weapon rate of fire is single shot (SS) —
  one shot per round. Weapons may have faster or slower rates of fire
  as a result of their chosen qualities or restrictions; record the
  abbreviation appropriate to the rate of fire: SS for single shot, S if
  semi-automatic, A if automatic, 1 if slow-firing.
  Dice type
  d2
  d3
  d4 d6
  d8
  d10 d12
  d20
  Special
  Increment (feet) 10’
  15’ 20’ 30’
  40’
  50’
  60’
  100’
  50’
  Increment (m)
  3 m 5 m 7 m 9 m 12 m 15 m 20 m 30 m
  10 m
  •• DAMAGE DIE TYPES AND RANGES ••
  Conversion�Notes:�Modifying�Range�Increments
  Range increments in d20 Mecha are based on the
  assumption that a powerful attack will usually travel farther. They
  can be modified in flexible fashion by taking appropriate qualities
  and limitations.
  Some d20 System games, however, have range increments
  that are unusually high or low across the board — perhaps as a
  game-balance device to balance them against melee or archaic
  weapons. If this seems like a good idea, the GM should apply a
  constant multiple to all range increments to suit your own
  preferred d20 System game — for example, arbitrarily dividing or
  multiplying all range increments by 2, 4, 8, or 10. 
  •• DESIGNER’S NOTE ••
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  Chapter 02:�Mecha�Design
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  Qualities�and�Restrictions
  A weapon may have qualities or restrictions. A quality is
  something advantageous; a restriction is something limiting. This
  will affect the Mecha Point cost of the weapon.
  If the weapon has no extra qualities, its cost is unmodified. If
  it has 1,”multiply” its cost by 1.5. If it has 2 or more, multiply the
  cost by the number of qualities. Thus, a weapon with 3 qualities
  costs three times as much.
  If the weapon has no restrictions, use its cost as modified by
  the number of qualities. If it has 1, divide that cost by 1.5. If it has
  2 or more, divide the cost by the number of restrictions. Thus, a
  weapon with 2 restrictions costs one-half as much.
  Example: A weapon has an unmodified cost of 30 Mecha
  Points. If it has one quality and three restrictions. The cost is 30
  times 1.5 (the quality) divided by 3 (three restrictions) = 15 Mecha
  Points.
  If a cost is fractional, drop all fractions. Thus, 22.7 Mecha
  Points is rounded down to 22 Mecha Points.
  Weapon�Qualities
  Some weapons have additional capabilities beyond simply
  inflicting damage. Qualities marked with an * can only be used
  with attacks that inflict dice of damage.
  A few qualities are especially powerful, and hence count as
  two or even three qualities.
  Multiple�Weapons�on�a�Mecha
  A single Operator on a mecha can only attack with a single
  weapon at a time, no matter how many are built into a mecha.
  Exception: If he or she has multiple attacks, and uses a full attack
  action, these extra attacks can be made with the same weapon
  (unless it has a Single Shot or Slow-Firing Rate of Fire) or they may
  use a different Alternate Weapon (or Ammo).
  Alternate�Weapons�(or�Ammo)
  If the mecha’s Operator has access to multiple different attacks,
  each secondary weapon costs less. This is because he or she can only
  use one weapon per round. For 1/10 the original cost (minimum 1
  Point), a mecha can be given another weapon that is of the same or
  lower Point cost than the mecha’s first weapon. This can represent
  either a new weapon or the same one with alternate ammo.
  Different�Gunners
  Weapons are normally designed to be used by the mecha
  pilot. If the mecha has multiple Operators, however, some may
  have their own weapons, allowing each to fire. If a weapon is in
  this category, note it as requiring a “different gunner” and pay for
  it at full cost. After it is acquired, additional alternate weapons
  may also be bought for that extra gunner, at the reduced cost given
  above. Note: Two characters may not fire the same weapon in a
  round, however, even if using multiple attacks.
  Hand-Held�Weapons
  It is assumed that weapons are attached to the mecha, but
  they may, instead, be designated as Hand-Held. A Hand-Held
  weapon can be lost or grabbed by an enemy, and the mecha must
  have arms to hold it. Mecha can, however, swap Hand-Held
  weapons with other mecha. To do this both weapons must be the
  same size so that handgrips and such are compatible. Hand-held
  weapons can never be assigned to different gunners; they must be
  fired by the mecha pilot.
  Multiple�Attacks�with�Hand-Held�Weapons
  The wearer of a suit or pilot of a giant robot may use the
  normal rules for multiple attacks with two weapons if his or her
  mecha has a weapon in each hand.
  39
  Die�Type
  Cost
  d2
  3
  d3
  4
  d4
  5
  d6
  7
  d8
  9
  d10
  11
  d12
  13
  d20
  21
  Smoke
  Modifier +10
  Flare
  (Modifier +10) x2
  Hot Smoke
  (Modifier +10) x2
  Riot Gas
  (Modifier +10) x2
  Tangle
  (Modifier +10) x2
  Nerve Gas
  (Modifier +10) x3
  •• Weapon Damage Cost Chart ••
  Record weapons in the following formats:
  Name:�The weapon’s name (player’s choice). For example, “20mm
  railgun.”
  Damage:�The dice of damage. For example, 6d10. If no damage,
  list the special effect and modifier. For example, Nerve Gas +5.
  Critical:�The critical threat range. This is “20” unless modified by
  the Increase Threat quality.
  Type:� The type of damage inflicted. For example, Ballistic,
  Piercing, Electricity, Laser, etc.
  Increment:�The range increment (as modified by qualities and
  restrictions). Use “—” if a melee weapon.
  Rate�of�Fire:�Record the rate of fire: SS if single shot, A if the
  Automatic qualifier, S if Semi-Automatic qualifier, 1 if Slow-Firing
  or thrown qualifiers. Use “—” if a melee weapon.
  Magazine:�List the weapon’s ammunition capacity (as modified
  by qualities and restrictions). Use “—” if melee or unlimited shots.
  Size:�List the weapon’s Size. For example, indicate if it is a melee
  or Hand-Held weapon.
  Cost:� List the Mecha Point cost, so that the weapon can be
  swapped out for other weapons if desired.
  Notes:� List any qualities or restrictions, either in full or via
  footnotes. List qualities first, separated by commas, then a semi-
  colon, then restrictions. If a quality or restriction is taken
  multiple times, use 2, 3, etc. to indicate this. Example: Armour-
  Penetrating, Long Range 2; Low Ammo 3.
  If the weapon has variable ammo, each setting should have
  its own line.
  •• Weapon Stat Blocks ••
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  roll for their mecha) against a DC of 15 to halve damage. The
  target of the attack, if hit, takes full damage — no Reflex save is
  allowed. Alternatively, an attacker may fire a Blast weapon at the
  ground next to a target (treat as Defence 10), rather than the
  target itself. This is a ranged touch attack. This can have a better
  chance of hitting, but has the disadvantage of always granting a
  Reflex save. This tactic is not possible against a flying or space
  target unless the attack has the Guided quality (page 42).
  Use the rules for Grenadelike missiles (see the Player’s
  Handbook) to determine the effect of a miss.
  Burning*
  This represents flaming liquid, acid, or similar weapons that
  deliver continuing damage. If the initial attack hits, the target
  takes continuous damage each round, for the next 5 rounds, or
  until somehow neutralised (GM call: it should depend on the type
  of attack). Armour or Force Fields do protect against the damage. 
  It can be taken multiple times; each extra time doubles the
  duration.
  The first level of Burning counts as two qualities.
  Concealed
  A mecha’s weapons are normally obvious, at least to
  someone who knows where to look for the gun barrel, missile
  port, or laser lens. Take this quality to install a disguised or
  retractable weapon in a craft that looks like it would be unarmed,
  such as an ordinary-appearing automobile.
  It takes a move action to “pop up” a hidden weapon so that
  it can be used in battle.
  Cone
  A cone attack shoots away from the weapon in the direction
  he or she designates. A cone starts in a square adjacent to the
  mecha and widens out as it goes. A cone’s width, at a given
  distance, equals its current range — a cone is 50’ wide when 50’
  away from the attacking mecha. At its far end, a cone is as wide as
  the effect is long. 
  A cone attack’s maximum range is 1 range increment; cone
  attacks have very short range.
  A cone attack is not resolved as an ordinary attack. It
  automatically hits everything in the target area, but targets get a
  Reflex (DC 20) save. Success means they suffer half damage, failure
  means they take full damage. Cover will give a bonus to the Reflex
  save, and if the cover is sufficient (such as a slit trench, building,
  etc.) a success means the targets dove or moved behind the cover,
  and take no damage rather than half damage (GM discretion).
  Cone counts as three qualities.
  Emanation
  Some attacks have an area like a blast, except that the effect
  continues to radiate from the point of origin for multiple rounds.
  The effect is the same as Burning, above, lasting 5 turns, but
  affecting everyone who enters an area only for as long as they
  remain in it (unless also combined with burning).
  The radius of effect is 5’ (or 1.5 m). The quality can be taken
  additional times. Each time it is assigned to a weapon, double the
  radius or the duration (designer’s choice). 
  The first level of Emanation counts as two qualities.
  Armour-Penetrating�(AP)*
  This weapon is especially good at punching through heavy
  armour. It ignores the first 10 points of Armour or the target’s
  Armour protects at half value (round down), whichever gives the
  best effect.
  This quality often represents shaped-charge High Explosive
  Anti-Tank (HEAT) and Armour-Penetrating fin-stabilised discarding
  sabot (APFSDS) ammunition used by tank guns and missiles.
  Armour-Penetrating can be taken multiple times: two levels
  ignore the first 20 points of Armour (or divide Armour by 3),
  three levels ignore the first 30 points (or divide by 4), and so on.
  Automatic*
  Automatic (A) weapons fire a burst or stream of shots as
  long as the trigger is held down (until they run out of
  ammunition). They can be set on auto-fire or be used with Feats
  that take advantage of automatic fire.
  There are two ways to use auto-fire:
  •�Area�Auto-fire
  This affects an area and everyone in it, not a specific
  creature. The character sprays an 10’ x 10’ (3 m x 3 m) area, or
  strafes an area 20’ (6 m) long and 5’ (1.5 m) wide, and makes an
  attack roll vs. Defence 10. If it succeeds, every creature or mecha in
  the affected area must make a Reflex save (DC 15) or us hit by a
  single shot. Area auto-fire expends 10 shots; and can only be used
  if the weapon has 10+ shots left.
  •�Burst�Auto-fire
  This is fired at a specific target, and may expend from 2 to 5
  shots (decide before firing). The target is attacked normally. Roll
  once to hit. A successful attack means the target is hit once; for
  every 5 the attack succeeded by over the target’s defence, it is hit
  by an additional shot, up to a maximum of the number of shots
  that were fired in the burst. Roll damage individually for each shot
  that hit; if the target has damage reduction or Armour,
  subtracting it separately from every shot’s damage.
  •�Multiple�Assignments�of�Automatic
  Automatic can be taken twice. This emulates Gatling guns
  like the 20mm Vulcan or 7.62mm minigun or multiple linked
  machine guns. They can fire as above, or instead use Saturation
  Auto-fire or Extended Bursts. Saturation Auto-fire is treated as
  Area Auto-fire, but requires expending 50 shots, covers twice the
  area, and victims must make a DC 20 Reflex save. Extended Bursts
  may fire 10-50 per burst, at a +1 to hit per 10 shots.
  Note: Many d20 System games with a modern or future
  setting have unique rules for automatic fire, or even require Feats
  to use certain types of automatic fire — the GM may resolve
  automatic fire with such rules instead.
  Blast
  The attack affects not only the target but also anyone
  adjacent, such as an explosive warhead or plasma blast. The
  radius of effect is 10’ (3 m). Blast can be taken multiple times. Each
  time it is taken, double the radius of the blast. Thus, taking it 4
  times gives an 80’ (24 m) blast radius.
  When a target is hit, everyone caught in the blast (other than
  the target directly hit) may make a Reflex save (mecha Operators
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  41
  KR-03f�Stealth�Combat�Suit
  The KR-03f is a stealth combat suit designed to protect the
  female warrior on the battlefield of the 22nd century. Its
  combination of effective weaponry and state-of-the-art stelth
  systems makes any woman wearing this suit a deadly enemy.
  Mecha�Type: Suit
  Class:�Combat power suit
  Size:�Medium (5’8” tall, 200 lbs)
  Hit�Points: 40 [80]
  Occupants: NA [0]
  Cargo:�0
  Armour:�20 [100]
  Defence:�10+8 Bonus = 18 (1d20+8) [64]
  Strength:�+10 [30] 
  Land�Speed:�x3 [120]
  Special� Abilities: Communications (Tactical Radio: Scanner;
  Secure) [5], ECM (Defensive +9) [27], Environmental Systems
  (NBC Filter) [2], Jumping x25 [25], Navigation Aids (GPS) [2],
  Sensors (IR: 1 mile, Optics: 1 mile) [6], Stealth (Radar +1) [30]
  Exotic�Abilities: Invisibility [150]
  Defects:� Front-Optimised Armour (Armour 13) [-20], Noisy 
  [-5], Poor Visibility [-5], Reduced Endurance (several hours) 
  [-20], Volatile [-10], Weak Point [-20]
  High�Energy,�Photon�Beam
  Damage: 10d8
  Critical:�20
  Type: energy
  Increment: 400’
  Rate�of�Fire: 1
  Magazine: 10
  Size: small
  Notes:�Armour-Penetrating, Concealed; Less Ammo [120]
  Fletchette�Projector
  Damage: 2d10
  Critical: 20
  Type:�Ballistic
  Increment: 100’
  Rate�of�Fire:�Auto
  Magazine: 1,000
  Size: Large
  Notes: Automatic, Extra Ammo x3; Alternate weapon [11]
  Smoke�Grenade�Launchers
  Damage:�Smoke +1 (10’ radius)
  Critical:�20
  Type:�Special
  Increment: 50’
  Rate�of�Fire:�SS
  Magazine:�6
  Size:�Large
  Notes: Emanation x2; Less Ammo x2; Alternate weapon [1]
  Cost:�585 Mecha Points. US $1.37 million
  •• SAMPLE MECHA ••
  •• KR-03f STEALTH COMBAT SUIT ••
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  Chapter 02:�Mecha�Design
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  42
  if interrupted, the missile automatically misses. If the designating
  character is injured/distracted, a Concentrate Skill check is
  required to stay on target (as if casting a spell). When the missile
  reaches the target, the designating character makes the attack roll,
  at a +5 bonus.
  •�Semi-Active�Radar�Homing�(SARH)
  The weapon fires a missile that homes on radar reflections
  emitted by the mecha’s own radar. The mecha must have a Radar,
  High-Res Radar, or Meta-Scanner. It must lock onto the target
  (this requires a ranged touch attack, using the Radar’s range
  increment); failure allows additional attempts. Once a lock-on is
  achieved, launching the missile is an attack action. Once fired, the
  Radar must continue to track the target or the missile will
  automatically miss, but no other character actions are required; if
  the Radar only faces forward, that means keeping the mecha
  pointed at the enemy. As long as it does so, the missile closes on
  the target. When the missile reaches the target, it attacks on its
  own, with a +8 attack bonus.
  •�Infrared�Homing�(IRH)
  The weapon fires a missile that tracks the target’s heat
  emissions. The attacker must lock onto the target. This is a ranged
  touch attack, using the weapon’s range increment. If the lock on
  fails, it can be attempted again in future rounds. If it succeeds, the
  missile can be launched; this is an attack action. The missile will
  follow the target with no further intervention required. When it
  reaches the target, it attacks the target itself. An IRH missile has a
  +10 attack bonus. ECM or concealment effective against infrared
  will penalise the attack.
  •�Radar�Homing�(ARH)
  The missile uses its own onboard radar. Treat as Infrared
  Homing, except that ECM or concealment effective against radar
  will penalise the attack.
  •�Sonar�Homing�(SH)
  The missile — a torpedo — uses its own onboard sonar. It
  can only be fired at underwater targets. Treat as Infrared homing,
  except that ECM or concealment effective against sonar will
  penalise it.
  •�Emission�Homing�(EH)
  The missile is an “anti-radiation” missile that homes in on
  the radiating emissions of an operational Radar, Radio, or Radar
  Jammer; the mecha should have a Radar Sensor (page 30) to spot
  such targets. Treat as IRH, but it can only lock onto a target that is
  using a Radar, Radio, or Radar Jammer. If the target turns off the
  system before the missile can reach it, the missile will still home
  on the last known location (unless the target moves, it is in
  trouble).
  •�Inertial�Guided�(IG)�or�Satellite�Guided�(SG)
  The attacker programs in a set of map co-ordinates and the
  missile homes in on that point. This is only good for attacking
  stationary targets such as buildings. When the missile reaches its
  target, make an attack roll at +3 if using inertial guidance or at +5
  if using satellite guidance. Satellite guidance is only effective if the
  mecha has access to a friendly GPS satellite system. 
  EMP*
  The weapon’s damage is an electromagnetic pulse that has
  no effect on living things but will do normal damage to any mecha
  with electrical or electromagnetic systems. This is a quality, not a
  restriction, since it allows safe use of anti-mecha weaponry in
  situations that would otherwise put bystanders at risk.
  Extra�Ammo
  This increases the weapon’s total shots from the default up
  to 50. It can be taken multiple times: twice gives up to 200 shots;
  three times is 1,000 shots.
  Flexible*
  This represents long, flexible, or extendible attacks like a
  whip, energy-lash, razor-ribbon, or similar weapon. 
  A flexible attack can be used like a giant whip to disarm or
  trip any opponents of equal or smaller size than the weapon’s size;
  for example, a huge whip can trip or disarm opponents up to huge
  size. A character can make a trip attack with a flexible weapon by
  succeeding at a ranged touch attack. The character does not
  provoke an attack of opportunity when using a flexible weapon in
  this way. 
  A flexible weapon also gives a +2 bonus on an opposed
  attack roll when attempting to disarm an opponent (including the
  roll to keep from being disarmed if the character fails to disarm
  the opponent).
  If this quality is chosen for a weapon, the Melee Weapon
  restriction must also be taken. A flexible weapon can reach out
  farther than normal, however: 15’ (5 m) for a medium weapon,
  doubled for each successive size class.
  Guided
  The weapon fires a projectile that homes in on its target. The
  weapon has its normal range (usually 10 increments). On the
  round the projectile is fired, the attacker must normally specify a
  target. Each round (on the attacker’s initiative) the missile moves
  toward the target, closing a distance equal to its range increment,
  and making up to a 45-degree turn, climb or dive. When it reaches
  the target, an attack roll is made, with no range penalties to hit.
  Other rules depend on the guidance system used. Pick one of these
  systems:
  •�Operator-Guided
  The weapon fires a missile that is steered toward the target
  by the attacker, transmitting commands via a wire or a tight-beam
  radio link. The attacker must take full actions each round to guide
  the projectile to the target. The attacker uses his or her own attack
  bonus; the guidance system negates range penalties, but has no
  other effect.
  •�Laser-Guided
  The weapon fires a missile that homes in on reflected laser
  light. Launching the missile is an attack action. The missile will fly
  straight ahead. At any point in its flight, the attacker or an ally
  (who need not be in the mecha) must use an attack action each
  round to aim a Laser Designator (page 28) on the target, which
  must be in front of the missile (if the missile has already flown past
  it, it will automatically miss). The missile closes on the target as
  long as a character continues to designate the target with a laser;
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  Chapter 02:�Mecha�Design
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  distant observer to transmit a correction via communicator.
  A weapon with Indirect Fire quality can be used normally at
  no penalty. It cannot be Melee, Cone, or Stream.
  Increased�Threat
  Most weapons have a threat of 20. This quality increases the
  threat range by 1 (for example, to 19-20). It can be taken multiple
  times, further increasing the threat range.
  Invisible
  Most weapons produce some visible muzzle flash or beam,
  revealing the position of the shooter. Take this quality for any
  weapon (except one with the Melee or Thrown weapon restriction)
  that has no visible flash or beam.
  Long�Range
  This quality increases the range increment. Long Range can
  also be taken multiple times; each time it is taken, double the
  increment.
  The base increment is suitable for machine guns, short range
  rockets, and light cannons. Taking one level of Long Range is good
  for tank guns and guided missiles. Taking two levels is good for
  long-range missiles and spacecraft weaponry.
  A lower increase can be specified if the GM desires — for
  example, Long Range could also be used to multiply the
  increment by 1.1 to 1.99 rather than 2. This is useful if trying to
  duplicate a real weapon.
  Muscle-Powered�
  This lets the mecha add its Str bonus to damage if this
  weapon is used as a one-handed Melee weapon, or 1.5 times Str
  bonus if used as a two-handed Melee weapon, or half Str bonus if
  the weapon is Thrown.
  A Muscle-Powered weapon can make any number of attacks
  unless it has the Thrown weapon restriction (in which case it can
  make another attack only after the Thrown weapon is
  recovered...)
  A weapon can only be Muscle-Powered if it has the Melee or
  Thrown Weapon restriction.
  Semiautomatic
  A semiautomatic (S) weapon fires one shot per attack
  (effectively acting as a single shot weapon). Some Feats, however,
  allow characters armed with semiautomatic weapons to fire shots
  in rapid successions, getting in more than one shot per attack.
  Silent
  Most weapons usable at range are usually noisy, making a
  loud bang! or zap! Take this quality for a weapon that does not
  have the Melee or Thrown restriction, or will be used only in
  space, which is very quiet or silent. 
  Stream
  The effect of a Stream weapon is similar to a cone, except
  that the weapon’s effect is narrow and linear (affecting everyone in
  a stream 5’/1.5 m wide). Otherwise, use the rules for Cone (page
  40), including the reduction of the range, with the exception that
  a successful save always negates damage rather than halves it.
  Stream counts as two qualities.
  Stun
  The attack only inflicts subdual damage.
  •�Other�Homing
  The GM may allow players to create other specialised homing
  missiles, such as ones that home on magical emanations. Use the
  previous rules as a guideline.
  An incoming missile can be targetted for attack. It has
  defence of 25. If hit, roll damage: 15+ points of damage
  disables/destroys it; otherwise it is unaffected.
  Guided cannot be combined with Cone or Melee. It can be
  combined with Automatic, representing a salvo of missiles; when the
  missile makes its attack roll, it is treated as a Burst attack using as
  many missiles as were fired, minus any that were shot down. “Smart
  bombs” can be created simply by adding the Dropped and Short
  Range restrictions.
  A weapon may take multiple guidance options by taking this
  quality multiple times. This makes it harder to jam the weapon,
  and gives it a second lock on or attack roll if the first fails. For
  example, many modern torpedoes are both sonar-homing and
  operator-guided. 
  The first level of Guided Missile (any type) counts as two
  qualities.
  Hardpoint�or�Hand-held
  A “Hardpoint” weapon is mounted on a hardpoint, pod, or
  pylon. It can be traded in a later mission for any weapon of the
  same size and same or lower Mecha Point value, subject to its
  availability. It takes about 10 minutes to remove and replace a
  Hardpoint weapon with another weapon. A character may buy
  “spare” weapons at 1/20th their Mecha Point value that are kept
  at base for replacement in this way, or may swap weapons with
  other mecha of similar size and type.
  A “Hand-held” weapon is carried in the hand. It is treated as
  a hardpoint weapon except that it is vulnerable to being disarmed,
  lost, dropped, etc., but can be exchanged in only one round. A
  mecha cannot have more Hand-Held weapons ready to use than it
  has hands.
  Indirect�Fire
  The weapon can fire shots in a high ballistic arc, like a
  grenade launcher, ballistic missile, or Howitzer. This lets the
  gunner shoot at targets hidden behind buildings, hills, or other
  obstacles (or shoot over the horizon, if the range is long enough). 
  If it is used to make an indirect fire shot, the attacker must be
  able to see the target, or someone else must spot it and radio or
  otherwise communicate its position to the attacker. This will
  usually require a Computer Use check. In most cases, indirect fire
  involves using weapons with the Blast quality (page 40) to attack an
  area. If a creature or mecha, rather than area of ground is attacked,
  it is treated as having full concealment (50% miss chance).
  A weapon can fire indirectly at 10 times the usual number of
  increments (100 increments for most weapons). Note that the
  actual range increment is not increased: thus, Long Range fire will
  be rather inaccurate.
  If the attack misses, an observer can note where the attack hit
  and send a correction (or the attacker can correct by his or her self,
  if the target is in sight). Each correction gives a +2 bonus to hit, only
  to cancel any range increment penalties. It takes a full action for a
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  Trap
  This weapon lays a minefield, spikes, or some other similar
  device. The projectile “sits and waits” until someone triggers it. If
  someone walks into the target area, they get a Reflex Save (DC 15)
  to avoid it. Trap can be taken with the Melee restriction to
  simulate a booby trap placed by hand or released from the mecha.
  Without these weapon restrictions, it can be deployed at range —
  a successful ranged touch attack against a Defence of 10 means the
  Trap was fired into the correct area.
  Unlimited�Shots
  The weapon does not run out of ammunition or power. It
  can fire indefinitely, usually drawing on the mecha’s own power
  supply. This need not be taken if the weapon has Muscle-Powered.
  It usually cannot be taken in conjunction with Automatic, Guided
  Missile, or Volley.
  Unlimited Shots counts as 4 qualities. 
  Volley
  An attack with the Volley quality fires a large volley of poorly
  guided projectiles, such as a salvo of unguided rockets or a
  broadside of cannon balls from multiple guns. The attacker may
  fire a number of shots up to the weapon’s entire magazine
  capacity. He or she does not add a Base Attack Bonus or Dexterity
  Bonus but does add +1 per projectile fired.
  The maximum number of shots that can hit is the number
  fired. On a critical hit, rather than increasing damage, double the
  number of shots which hit (up to the maximum).
  If firing against a group, the attacker determines how many
  shots to aim at each target. Separate attack rolls are made for each
  target. Determine how far the furthest two targets are from one
  another. The attacks are made as for volley fire against one target,
  but for each 10 m/30’ or part thereof that separates the furthest
  two targets, all the attack rolls suffer a -1 penalty.
  Weapon�Restrictions
  Few weapons do everything well, and many have various
  disadvantages. As with weapon qualities, a single restriction can
  only be taken once unless specifically permitted.
  Assign the weapon one or more restrictions. If the weapon
  has none, its cost is unchanged. If it has 1,divide its cost by 1.5. If
  it has 2 or more, divide by the number of restrictions.
  Some restrictions are especially onerous and so count as two
  or even three restrictions.
  Crew-Served�(Vehicle�only)
  The weapon requires two or more people to operate it —
  usually the gunner and one or more loaders.
  This must be taken in conjunction with the Slow-Firing
  restriction; it can be taken multiple times. Each time, double the
  number of crew required to load the weapon; they must all
  Attack�Succeeded�by
  Number�of�hits
  0-4
  1 hit
  5-9
  1d4 hits
  10-14
  1d8 hits
  15+
  1d12 hits
  •• Volley Hits per Attack ••
  3-Masted�Barque
  Built in 1879, this 3-masted barque sailed for four
  circumnavigations and rounded Cape Horn 16 times as a trading
  vessel in service of the Spanish Navy. 
  In 1898, the vessel was sold to the Islamount Sailing Ship Co.
  for use as a trading vessel and served as the backbone of the
  company’s trade for the next seven years before being sold to Flint
  Castle Shipping Co. in 1905.
  Over the following years, the ship was sold to various
  companies for use as a trading vessel. It’s immense size and cargo
  capacity combined with it’s impressive battery of cannons enabled
  the vessel to safely sail the seas of the world with little fear of piracy.
  Those pirate bold enough to attack the ship were often sent to the
  watery grave as capable chaptains and thundering cannons
  protected cargo and passengers alike.
  Mecha�Type:�Vehicle
  Class:�3-Masted barque
  Size:�Colossal (270’ long, 1,200 tons)
  Hit�Points:�150 [100]
  Occupants:�5 Operators, 100 passengers [150]
  Cargo:�100 tons [ 250]
  Armour:�15 [75]
  Defence:�2 (1d20-8)
  Handling: -8/-8
  Special�Abilities:�Firing Ports x28 [28], Rooms (Kitchen) [1]
  Defects:
  Flammable [-15], Service Crew (25) [-12], Wind-
  Powered [-5]
  24-caliber�Cannon�Battery�-�Right�(Starbord)
  Damage: 10d12
  Type: ballistic
  Critical:�20
  Rate�of�Fire:�1
  Increment:�300’
  Magazine:�16
  Size:�Gargantuan
  Notes: Blast, Volley (1 shot per loader crew), Crew-Served x4,
  Fixed Arc of Fire (Right), Less Amunition, Low Penetration, Short
  Range, Slow-Firing [26]
  24-caliber�Cannon�Battery�-�Left�(Port)
  Damage: 10d12
  Type: ballistic
  Critical:�20
  Rate�of�Fire:�1
  Increment:�300’
  Magazine:�16
  Size:�Gargantuan
  Notes: Blast, Volley (1 shot per loader crew), Crew-Served x4,
  Fixed Arc of Fire (Left), Less Amunition, Low Penetration, Short
  Range, Slow-Firing [26]
  Cost:�650 Mecha Points. US $845,000
  •• SAMPLE MECHA ••
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Chapter 02:�Mecha�Design
  45
  45
  •• 3-MASTED BARQUE ••
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Chapter 02:�Mecha�Design
  46
  46
  (representing a torpedo) or “only in space” (representing a
  powerful weapon that requires a vacuum to work). The
  environment should not be one that is ubiquitous in the campaign
  (for example, “only in air” is not valid unless a lot of the game
  action will take place in airless environments). If the environment
  is very rare in the campaign, the GM may allow this to count as
  two restrictions.
  Short�Range
  This restriction halves the range increment (round down). It
  can be taken twice if desired, to get 1/4 range. An even lower
  increment can be specified if the GM wants to duplicate a weapon
  in other d20 System books with a low increment, but there’s
  usually no extra cost benefit.
  Short range may not be taken if the weapon has Melee or
  Thrown restriction. 
  Slow-Firing
  The weapon has a restriction that reduces its rate of fire,
  such as requiring a full action (to aim, charge, or load the weapon)
  before making each attack. Perhaps the attack generates heat that
  must be dissipated before it can again fire safely. Consequently,
  the weapon fires every other round. The weapon cannot be used
  to attack multiple times in a round, nor can a different character
  fire it on the round it is being loaded. This cannot be used with
  Semi-automatic or Automatic. 
  Record a rate of fire of 1.
  This can be taken multiple times; each time it is taken,
  loading requires an extra round’s full action.
  Slow-Firing counts as two restrictions.
  Space-Optimised
  The weapon’s energy is easily absorbed by air; its full range only
  applies in vacuum. In atmosphere, its base maximum range is 5
  rather than 10 increments and it cannot penetrate thick smoke, fog,
  water, etc. This should only be taken by ranged weapons doing
  energy-type damage. It is a common restriction for laser and particle
  beams. It cannot be assigned to melee weapons.
  Static
  The weapon cannot be fired while the mecha is moving
  under its own power; perhaps it is too bulky, requires precise aim,
  or drains too much power, or maybe the mecha’s fire control
  system is not advanced enough to compensate for movement.
  This does not prevent firing while drifting, coasting, etc.
  This restriction is commonly taken for artillery-type
  weapons (especially in conjunction with Indirect Fire).
  Thrown
  This restriction means it is a thrown weapon. Once thrown,
  it is useless until retrieved. Specify the weapon’s size class and
  whether it is bludgeoning, piercing, or slashing. The weapon’s
  range increment is divided by 10 (if the base is 500’, it will drop to
  50’), and it can be thrown a maximum of 5 increments.
  It may not be taken in conjunction with the Melee or Slow-
  Firing restriction. It is often taken in conjunction with the Muscle-
  Powered quality.
  It may be taken with Automatic Fire (representing a handful
  of small thrown objects, for example).
  perform full actions to do so. Thus, a cannon that requires a crew
  of 8 to operate is a x3 restriction.
  Dropped
  The weapon is a bomb, mine, etc. that must be dropped
  from a flying mecha that is approaching the target. Instead of the
  usual 10 range increments, the dropped weapon can reach a base
  1 range increment per 1,000’ (300 m) of the sum of altitude and
  speed of the releasing mecha. Bombs take a -4 instead of -2 penalty
  per range increment. This cannot be used with Cone, Stream,
  Melee, or Thrown.
  Exposed�(Vehicle�only)
  The gunner must be outside the mecha’s Armour on the
  round the weapon fires (and stay exposed until his or her next
  action in the following round). An exposed character can be fired
  at with no Armour protection. An example of this weapon
  restriction would be a machine gun mounted on a bracket atop a
  tank whose gunner must lean out the hatch to use. It cannot be
  taken if the mecha already has the Open Defect (page 35).
  Fixed�Arc�of�Fire�
  (Vehicle�and�Giant�Robot�only)
  The weapon has a very limited arc of fire and must be aimed
  by pointing the mecha. For example, a set of fixed forward-firing
  guns on a fighter plane, or a ramming prow. The weapon can only
  be fired at targets in the specified arc which may require a
  successful Pilot Skill check (which can be opposed by the pilot of
  a target mecha).
  Specify the arc of fire: Front (Fr), Rear (Re), Left (L), Right (R),
  or Top (T). Mecha that can fly or move underwater can also specify
  a Bottom (B) arc.
  Less�Ammo
  The weapon is only good for a few rounds of firing, and then
  runs out of ammunition or power, or burns out. This restriction can
  be taken up to 5 times. 
  If the weapon is Slow-Firing, number of shots refers to the
  total ammunition aboard the mecha, not in the magazine.
  Taking this restriction once means the weapon has 9-16
  shots; twice limits it to 5-8 shots; three times to 3-4 shots; four
  times to 2 shots, five times to 1 shot.
  Low�Penetration*
  The attack is easily defeated by Armour (examples include a
  shotgun blast or hollow-point bullet). Armour or Damage Reduction
  stops twice as much damage as usual. If the target’s Armour grants an
  equipment defence bonus, it is doubled vs. the attack.
  Melee
  The weapon can only be used as a melee weapon. It can be
  used to attack or parry within the mecha’s natural reach. Specify the
  weapon’s size class (normally within one size of the mecha that will
  wield it) and whether it is bludgeoning, piercing, or slashing.
  It is usual to take this restriction in conjunction with the
  Muscle-Powered quality.
  Melee counts as two restrictions.
  Only�In�(Specified�Environment)
  The attack or weapon can only target objects that are on or
  in a particular limited environment, for example, “only in water”
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Chapter 02:�Mecha�Design
  47
  In other settings, big robots and spacecraft are pretty cheap
  — any scoundrel can own a star freighter and any mercenary
  aristocrat can have a giant robot — the relative cost is more like a
  big semi-truck or a light plane. If so, the GM may wish to use this
  formula instead:
  Interstellar Credits = Mecha Points x 200 credits
  Apply the same cost multipliers detailed for US dollars
  Mecha�Points�as�Gold�Pieces
  In fantasy settings the GM may wish to price mecha in
  comparison to things like full plate armour or galleys, or compare
  their value to that of magic items or constructs such as golems. This
  cost scheme gives a price in gold pieces. It assumes that very
  powerful mecha are rare, and intended to give a reasonable price for
  sailing ships and other vehicles that are also built using this system:
  Gold Pieces = Mecha Points x Mecha Points x 2 gp
  Double the cost if the GM feels the mecha requires
  technology more advanced than the campaign setting, or magic.
  For example, a boat built with 10 Mecha Points will end up
  costing 200 gp, while a medium-sized galley built with 100 Mecha
  Points will cost 20,000 gp. A potent magical steam-powered
  mecha built on 400 Mecha Points — capable of arm wrestling an
  iron golem or taking on a young dragon — costs 640,000 gp.
  Mecha�Points�and�Character�Level
  GMs of some d20 System games may prefer to assign a
  specific requisition Level to each mecha; characters must be of
  that Level or greater to be assigned to it.
  To find a mecha’s Level, use a calculator. Take the square
  root of its Mecha Point cost, then divide the result by 4, rounding
  fractions up. That is the Level equivalent. Thus, a mecha that cost
  400 Mecha Points would have a Level equivalent of 5, since the
  square root of 400, is 20, which when divided by 4 is 5. 
  This can also be used for games that typically assign
  characters equipment, requisition, or gadget Point per Level. GMs
  may vary the divisor to make mecha easier or harder to come by.
  This Level equivalent can also be used as a mecha’s
  Challenge Rating/Effective Character Level.
  Mecha�Points�and�Purchase
  Difficulty�Class
  Some d20 System games have characters roll to determine if
  they can acquire equipment, based on a wealth ability score or
  other attribute. A suggested Purchase DC for mecha is:
  (Square root of Mecha Point Cost) + 15, rounded to nearest
  whole number.
  Add +4 to DC if mecha was built for a government agency or
  the military, +7 to DC if it can fly or travel in space, and +10 DC if
  it is a custom-built machine or experimental prototype. All
  increases are cumulative; a mecha built for the military, that flies,
  and is a prototype, is +1 plus +7 plus +10 = +21 DC.
  For example, if a main battle tank may cost 700 Mecha
  Points. The square root of 700 is 26.45, rounded to 26. The DC is
  41, but since it is military hardware, it would be DC 46.
  Record a rate of fire of 1, reflecting the fact that the weapon
  must be reloaded or charged after each shot.
  Thrown Weapon counts as two restrictions.
  Unreliable
  The attack tends to jam. Any time the player makes an attack
  and rolls a “natural” 1, the weapon failed to fire and jammed, over-
  heated, or otherwise malfunctioned. It will not work until repaired.
  Clearing a jammed weapon requires a full action and a successful
  Dex check against a DC of 10. Note: a character cannot attempt to
  clear a jammed weapon if he or she does not have the appropriate
  Weapon Proficiency Feat. If unsuccessful, the character can try
  again next round. A natural “1” indicates the jam is severe and
  cannot be cleared without an hour’s work and a successful Craft
  (Mechanical or Gunsmith) Skill check against a DC of 20.
  Mecha�Point
  Equivalence
  Many d20 System games use different mechanisms to
  represent the value of equipment and gadgets, from gold pieces to
  various unique Point systems. If using d20 Mecha with another d20
  System game, the GM may desire to retain their existing system. Here
  are a few guidelines for converting Mecha Points into other systems:
  Mecha�Points�in�BESM�d20
  Each Level of the Own a Big Mecha attribute in BESM d20 gives
  400 Mecha Points with which to build a mecha. Characters can pool
  their Mecha Points to create larger mecha, but should not usually be
  allowed to combine Mecha Points with non-player characters. 
  Each “major” item of Personal Gear in BESM d20 can be used
  to buy a mecha worth up to 100 Mecha Points, or to add
  additional Mecha Points to an existing mecha (through custom
  upgrades, etc.) or build a mecha of intermediate value.
  The GM may vary the threshold to better balance mecha
  against other elements of the game.
  Mecha�Points�as�US�Dollars
  An approximate dollar value in modern US dollars can be
  found using this conversion:
  Dollar Value = Mecha Points x Mecha Points x $2
  Also, multiply the cost by 1 to 5 if the mecha was built for a
  government agency or the military, by 5 if it can travel in space or
  underwater, and by 10 if it is a custom-built machine or
  experimental prototype. All increases are cumulative; a mecha
  built for the military (x2 cost), that flies in space, and is a
  prototype, is 2 x 5 x 10 = 100 x cost.
  Mecha�Points�as�Interstellar�Credits
  In some science fiction settings, the cost in credits, or whatever
  other monetary unit is in use, will be roughly the same as the cost in
  dollars. This means that a space fighter or giant robot will cost
  millions of credits. For this conversion, just use the US dollar price.
  47
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  MECHA COMBAT
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Chapter 03:�Mecha�Combat
  49
  the Earth Federation. The Earth forces include three characters
  and their best friend (a non-player character). As the Imperials
  outnumber Earth 3:1, have 10 enemy mecha attack the four
  heroes. If they win, assume their side wins, with the same
  proportion of casualties — if they are wiped out or flee, their side
  loses. As GM, it’s possible to break a complex battle into multiple
  stages, with waves of extra reinforcements arriving on either side
  (200 allied mecha might be represented by two non-player
  characters joining the characters) or sudden opportunities for
  heroic actions (“through the explosions and burning wreckage,
  you see a clear route to the enemy command ship ...”). The
  important thing in any large engagement is to reduce the GM
  workload while still giving players a chance to affect the outcome.
  Basic�Concepts
  Mecha use the d20 System action and combat rules unless
  exceptions are specifically mentioned.
  “Mecha” refers to all sorts of mobile craft built with these
  rules.
  “Giant robot” applies to machines that are moving with legs,
  or slithering like snakes, or flying with flapping wings, or
  swimming with arms, legs, or tails.
  “Suit” applies to all mecha suits that mimic the wearer’s
  normal body form.
  “Vehicle” applies to all other machines: cars, tanks, trucks,
  jet aircraft, submarines, and so on. It also applies to giant robots
  that have transformed into vehicles.
  Mecha�Combat
  Mecha action should be fast, exciting, and fun, just like
  battles between humans, but on a larger and more dramatic scale.
  This chapter provides rules for the situations that can occur when
  characters are piloting giant robots, wearing power armour, or
  zipping about in vehicles. 
  The number one rule of mecha combat is to make battles as
  dynamic as possible. Before any fighting starts, the GM should set
  the scene. For example, a giant robot battle could take place
  “downtown” ... but it is more interesting if the GM takes a few
  moments to describe the nearby landmarks: mention the rows of
  office towers, the natural history museum, the subway station,
  city park, and the hospital down the block. This isn’t just for
  atmosphere — it gives everyone tactical choices. Want to elude
  the enemy’s flying mecha? Smash your way into the subway
  station and take the fight underground. A mecha is sniping with a
  long-range weapon? Have an enemy mecha take cover behind the
  hospital, forcing the hero to choose between risking innocents
  and charging into range of the villain’s plasma whip. As a 60’
  robot strides down a busy street, people will scatter in terror, a city
  bus swerves off the road and crashes, victims cry for help. Maybe
  some player characters can drive the enemy off the streets and into
  the park to limit collateral damage, or stop to rescue civilians, or
  just get enraged and fight even harder to defeat their foes.
  It’s also important to personalise a battle. Faceless foes have
  their place, but players will have more fun if mecha pilots get a
  chance to get to know their enemies. Even total war can be
  interrupted by a few undercover operations or diplomatic
  missions to neutral powers, with the characters along as spies or
  military attaché, to give them a chance to meet the dashing enemy
  pilot at the embassy ball. Similarly, giant robot combat can be
  grimly realistic, but can also have the panache of medieval jousts
  or World War I dogfights, with the deadly enemy ace in her red-
  painted mecha, or the honourable foe willing to have his wingmen
  hang back to let him duel opponents one on one. There’s no
  reason why opposing pilots cannot talk over the radio or by view
  screen as they trade laser blasts and plasma bolts, and this will let
  characters use Bluff and Intimidate Skills as well as their attack
  bonuses. Even if the players are shy about chatting with the
  enemy, a battle can be made more memorable by giving the
  heroes some quirky non-player character partners or wingmen,
  such as an arrogant, showboating rival or a nervous,
  inexperienced rookie.
  Running�Big�Battles
  Some mecha adventures may climax with enormous battles.
  When dozens or hundreds of non-player character mecha are
  engaged on both sides, the GM should not feel compelled to
  resolve the action of every single soldier or machine. Nor is it
  necessary to resort to GM fiat. One useful technique is to have the
  course of the battle mirror the fortunes of the heroes. Suppose 300
  mecha of the Orion Empire are attacking 100 mecha serving with
  49
  These�Rules�are�not�Written�in�Stone
  GMs should ignore any of the following rules if they feel that
  they add a level of complexity that will interfere with the style of
  game being run. For example, while one game group may wish to
  keep detailed records of movement speeds and the effects on a
  mecha’s speed when diving and climbing while flying, another
  group may feel those rules add a level of bookkeeping which slows
  the game down too much for their tastes. Just because a rule is
  included in this book does not mean it must be used — GMs
  should adopt the rules that will enhance their game and discard
  those rules that will hinder their efforts.
  •• DESIGNER’S NOTE ••
  Using�d20�Mecha�with�Other�Combat�Systems
  Many other d20 System games have their own rules for
  vehicle combat or chases, and some of these go into considerably
  more detail for specific situations (for example, medieval sea
  battles or modern-day car chases). The GM may, of course, use
  vehicle combat or chase rules from other d20 System games. The
  conversion notes on page 47 provide information to allow design
  of mecha whose statistics can work with these systems.
  •• DESIGNER’S NOTE ••
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Crew�Quality
  Rather than force the GM to create, or remember, statistics
  for everyone aboard a mecha, mecha statistics include a general
  “crew quality” descriptor. This indicates a typical crew’s aptitude
  with the mecha’s systems. Use the check modifier for all Skill
  checks related to the operation of the mecha (including Drive and
  Repair checks). Use the attack bonus for all attack rolls performed
  by the crew. 
  This does not restrict the GM from creating unique mecha
  where the crew’s statistics are included.
  Getting�Started
  Vehicles and giant robots can be entered with a move action
  and started with a second move action. An exception is noted in a
  mecha’s description when it applies. See the Start Up Time Defect,
  page 36.
  Mecha suits normally take the same time to don or remove
  as plate armour.
  Very tall mecha whose cockpit is in the head are assumed to
  have ladders or wire lifts that allow the occupants to reach them.
  A sufficiently agile pilot could leap into the cockpit, however.
  Scale
  These rules use three scales. If the encounter involves both
  mecha and characters on foot, use character scale. If the scene
  involves only mecha, and they’re likely to move at much higher
  speeds than characters or creatures on foot, use chase scale. If
  neither is appropriate, or distances are very great, or no map is
  being used, use abstract scale. The GM can mix and match scales
  as necessary.
  Character�Scale
  Character scale is identical to the standard movement scale
  used in most d20 System games: it’s carried out on a grid in which
  each square equals 5 feet (1.5 m).
  In character scale, most mecha are large enough to occupy
  multiple squares on the map grid. How many squares a mecha
  occupies is determined by the mecha’s dimensions.
  When moving a mecha, count the squares from the mecha’s
  rear. When turning, pivot the mecha on the rear square toward
  which it is turning. When firing weapons, count squares from the
  location of the weapon.
  No more than one mecha can occupy the same ground
  square.
  Chapter 03:�Mecha�Combat
  50
  50
  Characters�in�Mecha
  A character in a mecha fills one of several possible roles,
  which determines what the character can do. 
  Operators
  These are the crew assigned to control the mecha’s
  movement, weapons, sensors, etc. Often a mecha has only one
  Operator.
  Pilot
  The pilot of the mecha controls its movement (and any
  limbs, if a giant robot or suit). Depending on the type of mecha,
  he or she may be styled “driver,” “helmsman,” “steersman,” etc. 
  Most mecha have only one position from where the mecha
  can be operated, so the person there is the pilot. Operating a
  mecha is, at a minimum, a move action, which means that the
  pilot may be able to do something else with his or her attack
  action. 
  Commander
  In some mecha, there is a captain or commander whose
  main role is to give orders. He or she can help any crew member
  (pilot, gunner, etc.) by taking an Attack action. This can represent
  giving advice, highlighting targets or directions to travel, and so
  on. Doing so is a move action, leaving the commander an attack
  action each round to do something else — control another
  weapon, or act as an equipment operator, perhaps. A mecha can
  have only one commander at a time.
  Gunner�and�Loaders
  Some mecha have built-in weapons. If such a weapon is
  controlled from a location other than the pilot’s position, a
  character can man that position and become the gunner. A mecha
  can have as many gunners as it has gunner positions. Some
  weapons may also require one or more loaders, if they have the
  Crew-Served weapon restriction (page 44), who must be stationed
  next to the gunner. This doesn’t require any special Skill, so
  loaders often double as mechanics or service crew aboard the
  mecha.
  Equipment�Operator�or�Lookout
  An equipment operator is assigned to operate one or more
  items of equipment aboard the mecha, such as a radio or sensor,
  freeing the pilot from having to worry about it. Not all mecha have
  equipment operators. In combat, the main use of an equipment
  operator is to make Comuter Use checks without the -5 “spotter
  distracted” penalty that a character doing something else (like
  shooting or piloting) will suffer. Low-tech mecha may have an
  observer or lookout, who does the same job without any built-in
  sensors.
  Passengers
  All other personnel aboard the mecha are considered
  passengers for combat purposes. They may be officially part of a
  crew — a technician, cook, ship’s doctor, a scientist, or a security
  team, etc. — but they perform no specific role in mecha operation.
  They may, however, be able to fire weapons from the mecha,
  perform repairs, fight fires, give advice, or take other actions.
  Crew�Quality
  Check�Modifier Attack�Bonus
  Untrained
  -4
  -2
  Normal
  +2
  +0
  Skilled
  +4
  +2
  Expert
  +8
  +4
  Ace
  +12
  +8/+3
  •• MECHA CREW QUALITY ••
  Alexzander Knight's
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  With Mecha d20
  
  Chapter 03:�Mecha�Combat
  51
  characters are in the same mecha, since it allows everyone aboard
  the same mecha to act more or less simultaneously.
  Surprise�and�
  Situational�Awareness
  In mecha combat, the element of surprise can be crucial. Use
  the normal rules for determining surprise and awareness, but
  with these considerations:
  Spot�Checks
  These are crucial for determining awareness, since mecha
  weapons often have very long ranges. The GM should be familiar
  with mecha sensor capabilities detailed in the design rules (see
  Sensors, page 29) and with modifiers to Computer Use/Spot and
  Listen checks detailed in the Stealth (page 30), Noisy (page 35),
  Windows (page 37), and Poor Visibility (page 36) Defects. The
  GM should also impose a -5 distraction penalty on a character
  who is performing another task while spotting, such as driving.
  Spotting�Underwater
  If not using sensors, spotting underwater uses a 1’ rather
  than a 10’ increment.
  Spotting�in�Space
  If not using sensors, visual spotting in space uses a 100’
  rather than 10’ increment.
  Movement�and
  Action
  Except where specifically noted below, movement and action
  use ordinary d20 System combat rules.
  Options�for�Pilots
  Here is what a mecha’s pilot can do in a single round:
  If�in�a�Mecha�Suit
  A mecha suit moves exactly like the wearer, except that the
  suit may have a movement multiplier that applies to the wearer’s
  speed and the distance he or she can jump, as well as a strength
  bonus. The wearer can perform any actions while wearing the
  suit, just as if he or she were wearing any other armour.
  Run actions tire the wearer as usual; a suit may sometimes
  speed movement, but it is still fatiguing.
  If�in�a�Vehicle
  Choose�Speed
  The pilot may increase or decrease his or her mecha’s speed
  category by one (or keep it the same). See Declaring Speed, page 53. 
  Optional�Attack�Action
  If the pilot wants, he or she can use his or her attack action
  before moving the mecha. If the pilot does so, however, he or she
  will be limited to a single stunt during movement.
  Chase�Scale
  In chase scale, each square of the grid represents 50 feet 
  (15 m).
  In chase scale, most commonly encountered mecha occupy
  only one square. Some especially large mecha might occupy more
  than one square. More than one mecha can occupy the same
  square. Mecha in the same square are considered to be within
  melee range for the purposes of determining range for attacks.
  Abstract�Scale
  In abstract scale, the GM keeps track of spatial relationships
  in his or her head or on a sketch map, describing distances to the
  players in feet (or metres) as appropriate. The GM should keep a
  general, mental note of relative distances (in squares, feet, or
  metres) between combatants or important objectives. For example,
  if the encounter begins with two hostile mecha 300 metres apart,
  and on its first round one mecha charges forward 100 metres, then
  those two mecha are now 200 metres from each other. GMs should
  not become hung up on exact speeds and distances — just a general
  idea of the overall distance is usually enough.
  Mecha�Sizes
  Mecha use the same size categories as characters and
  creatures, as described in Chapter 2. GMs should be familiar with
  the Big and Little Creatures in Combat rules (see the Player’s
  Handbook), since these apply to mecha.
  Facing�and�Firing�Arcs
  When dealing with mecha, the mecha’s facing (the direction
  it is pointing) is important. Facing indicates the direction in which
  the mecha is travelling (assuming it’s not moving in reverse). It
  can also determine which weapons aboard the mecha can be
  brought to bear on a target.
  A fixed weapon built into a mecha can by mounted to fire in
  one of four directions — forward, aft (rear), right, or left — or be
  built into a partial or full turret, or an arm. A partial turret lets a
  weapon fire into three adjacent fire arcs (such as forward, left, and
  right), while a full turret or arm lets it fire in any direction. For
  mecha with weapons, a weapon’s arc of fire is given in the mecha’s
  description.
  See the Fixed Arc of Fire restriction, page 46.
  Initiative
  There are two options for determining initiative in mecha
  combat.
  The first is individual initiative just as in normal combat,
  where each character rolls separately. This is probably the best
  method if most or all characters are aboard different mecha since
  it can result in a lot of delayed or readied actions as passengers
  wait for pilots to perform manoeuvres when used if characters are
  all aboard the same mecha. 
  An alternative is to roll initiative for each mecha, using the
  mecha’s initiative modifier. This is particularly appropriate when
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  •• UNDERSEA EXPLORER ••
  Undersea�Explorer
  The Explorer was designed to explore undersea ship wrecks and
  for scientific exploration of the deep. The explorer is nimble, enabling
  the pilot to manoeuvre the large machine into tight confines with ease.
  The vessel is also equipped with a drilling arm for extracting samples
  from the seabed.
  Mecha�Type:�Vehicle
  Class:�Submarine
  Size:�Huge (24’ long, 8.6 tons)
  Hit�Points:�35 [30]
  Occupants:�1 Operator [10], 3 passengers [12]
  Cargo:�1 ton [10]
  Armour:�15 [75]
  Defence:�8 (1d20-2)
  Water�Speed:�28 mph [168]
  Dive�Depth:�1500’ (450 m) [10]
  Handling: -2/-2
  Special� Abilities:� Environmental Systems (Life Support) [8],
  Navigation Aids (INS) [2], Searchlight [2], Sensors (Sonar: 2 mile) [6]
  Defects: Poor Visibility [-5], Reduced Endurance (several hours) [-20]
  Drill�Arm
  Damage: 6d4
  Type: piercing
  Critical:�20
  Rate�of�Fire:�—
  Increment:�—
  Magazine:�—
  Size:�Medium
  Notes: Armour-Penetrating x2, Concealed; Melee, Static [30]
  Cost:�350 Mecha Points. US $1.23 million
  •• SAMPLE MECHA ••
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  Movement
  The mecha moves at a speed determined by its speed. Along
  the way, perform any number of simple manoeuvres (limited only
  by their movement cost). The pilot may also attempt a single stunt
  as part of the movement (or two, if the pilot didn’t take his or her
  attack action before moving). See Moving the Mecha, right column.
  Optional�Attack�Action
  If the pilot did not take an attack action before moving, and
  performed one or fewer stunts, the pilot has an attack action left.
  Transition
  A giant robot that is using land movement may move as a
  character; if using another type of movement, it may transition to
  land movement if moving at high speed (see Declaring Speed) or
  less on the previous turn, and it is now on a solid surface. If so, see
  Giant Robot Agility, instead.
  Giant�Robot�Agility
  A giant robot can move either as a vehicle or as a character. It
  can only move as a character if it moved no faster than High Speed
  (750’/225 m) on the previous round, and if it uses land speed. If
  moving as a character, its pilot may have the robot perform any
  actions a living creature of the same size and shape could — using
  the normal rules for character action, with these two exceptions:
  Speed
  The giant robot moves at up to 1/4 its land combat speed, or
  100’ (30 m), whichever is less, when it takes a normal move (Move
  action). It can move at up to 1/2 its top speed, or 250’ (75 m),
  whichever is less, when it takes a Double Move (Full action). It can
  move at up to its top speed, or 750’ (225 m), whichever is less, if it
  runs.
  Running
  The pilot does not tire from running.
  Declaring�Speed
  At the beginning of his or her action, a pilot must declare his
  or her speed category for the round. The pilot can choose to go
  one category faster or slower than the category used in the
  previous round, if his or her mecha is fast enough to do so. For an
  exception to this, see Climbing and Diving (page 54).
  The six speed categories and the speed, per round, at which
  the vehicle must be moving:
  The pilot of a giant robot that moved at no greater than high
  speed on his last round may instead declare he or she is using
  character movement. See Giant Robot Agility, left column. A
  mecha that was already using character movement may continue
  to do so, or may go to either of Stationary, Slow, or Tactical speeds.
  Example: Jason is piloting a tank with a top speed of 500’.
  From a standing start, Jason could accelerate to slow speed on the
  first round, tactical speed on the second, and high speed on the
  third round. Jason could not go past high speed, because reaching
  very high speed requires a top speed over 750’.
  Moving�the�Mecha
  Controlling a vehicle or giant robot is a move action, taken
  by the mecha’s pilot. 
  The Mecha Speeds and Modifiers Table (below) lists a
  movement range for each speed category (in feet, metres, and
  Speed�
  Move�(Turn)
  Move�(Turn)
  Move�(Turn)
  Move�(Turn)
  Defence
  Manoeuvre
  Category
  (abstract�feet)
  (abstract�metres)
  (5’�squares)
  (chase�squares)
  Modifier
  Modifier
  Stationary
  no speed (0)
  no speed (0)
  no speed(0) 
  no speed (0)
  —
  —
  Low
  1 to 100’ (5’)
  Up to 30 m (1.5 m)
  1-20 (1)
  1-2 (1)
  +0
  +0
  Tactical
  101’-250’ (10’)
  31 m-75 m (3 m)
  21-50 (2)
  2-5 (1)
  +1
  -1
  High
  251’-750’ (20’)
  15 m-225 m (6 m)
  51-150 (4)
  5-15 (2)
  +2
  -2
  Very High
  751’-2,500’ (40’)
  226 m-750 m (12 m)
  151-500 (8)
  16-50 (2)
  +4
  -4
  Extreme
  2,501’+ (100’)
  751 m+ (30 m)
  501+ (20)
  51+ (3)
  +8
  -8
  Move: The first number listed under Move (Turn) is the range of distances a mecha can travel at this speed and scale per round. 
  (Turn): The second, parenthetical number is the speed’s Turn number, whose use is explained under Turn, page 54.
  Defence Modifier: The bonus a mecha receives to its defence when moving at the listed speed, since a faster mecha is harder to hit.
  Manoeuvre Modifier: The modifier to any manoeuvre checks or rolls when moving at this speed, since a faster mecha is harder to
  manoeuvre.
  A stationary mecha cannot move, with these exceptions: A stationary giant robot can turn to any direction on land, as can a stationary
  flyer with no stall speed, or any mecha that is underwater.
  A stationary mecha can change to low speed in either forward or, in some cases, in reverse. Mecha cannot usually go faster than low speed
  in reverse; flying mecha can only do so if they have no stall speed; mecha cannot usually do so in or under water.
  •• MECHA SPEED AND MODIFIERS ••
  Speed�Category
  Speed
  Stationary
  No Movement
  Slow Speed
  Up to 100’ (30 m)
  Tactical Speed
  100’ (30 m) to 250’ (75 m)
  High Speed
  251’ (75 m) to 750’ (225 m)
  Very High Speed
  751’ (225 m) to 2,500’ (751 m)
  Extreme Speed
  2,501’ (751 m) or greater
  •• SPEED PER ROUND ••
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  At chase scale, however, more than one mecha can occupy
  the same square and not collide. This means that ramming
  another mecha requires a simple manoeuvre. The pilot moves his
  or her mecha into the other mecha’s square and states the
  intention to ram. Resolve the ram as a collision, except that the
  pilot of the target mecha gets a Reflex save (DC 15) to reduce the
  damage to both mecha by half.
  If moving in three dimensions (air, space, underwater) a
  mecha must also be at the same altitude.
  Sideslip
  A pilot might wish to move to the side without changing the
  mecha’s facing. This simple manoeuvre, called a sideslip, allows a
  mecha to avoid obstacles or weave in and out of traffic without
  changing facing.  In character or abstract scale, a sideslip moves a
  mecha 5’ (1.5 m) forward and the same distance to the right or
  left. It costs 15’ (4.5 m) of movement. In chase scale, a sideslip
  moves a mecha 1 square forward and 1 square to the right or left.
  It costs 3 squares of movement.
  Climbing�and�Diving
  A mecha that is flying can use some or all of its movement to
  increase or decrease altitude as follows:
  •�Mecha�has�no�stall�speed
  The mecha can use all of its movement to climb or dive, but
  if climbing each unit (foot, metre, or square) of distance counts as
  two units.
  •�Mecha�has�stall�speed
  The mecha can use any of its movement to dive, but can
  spend no more than 1/2 of its movement climbing, and each unit
  of distance counts as two units. It must move horizontally a
  distance equal to its Turn number between a climb or dive.
  For example, if a mecha moving 1,000’ (at high speed) could
  dive 500’, move horizontally 40’ (its turn number at High speed),
  then use the remaining 460’ of movement to climb 230’.
  Keep track of altitude with a note of the mecha’s altitude in
  feet, metres, or scale squares. In practice, it is usually easiest if
  most mecha stay at the same altitude unless necessary.
  If a mecha spends at least half its movement diving, and does
  not climb, on its next round its top speed is increased by up to
  double normal or by +1,000’ (300 m), whichever is less. The mecha
  may not decrease its speed category, and may increase its speed by
  up to two categories (if its new top speed allows this). If a mecha
  spends at least half its movement climbing, and does not dive, on its
  next round its pilot may not increase its speed category.
  A flyer that dives into the ground will crash. A flyer lacking
  life support cannot climb beyond the altitude where its crew can
  breathe, or so high that its engines (if they are air breathing) run
  out of oxygen.
  •�Underwater
  A mecha that is moving underwater is treated as a mecha
  with no stall speed, but otherwise uses the same rules as a flyer,
  and keeps track of depth the same way. The speed increase while
  diving, however, is limited to double speed or +500’ (150 m),
  whichever is less. It cannot climb above the surface, or safely dive
  below its rated dive depth.
  squares). For example, a mecha that is moving at high speed has a
  listed movement of 251’-750’.
  During his or her move action, the pilot may moves the
  mecha any distance that falls within its current speed category,
  provided that does not exceed its top speed. For example, a mecha
  with a top speed of 500’ that was moving at high speed could move
  251-500’, but it could not move 501-750’.
  Unlike moving characters, a mecha’s facing is important;
  unless it changes direction, a mecha always moves in the direction
  of its facing (or in the opposite direction, if it’s moving in reverse).
  While moving this distance and direction, the pilot can
  attempt manoeuvres to change the mecha’s course or affect its
  next round’s speed. These manoeuvres can be attempted at any
  point along the mecha’s route. The pilot can choose to use his or
  her attack action to attempt an additional manoeuvre.
  The two kinds of mecha movement are simple manoeuvres
  and stunts.
  A simple manoeuvre, such as a 45-degree turn, is easy to
  perform. Each is a free action and can be taken as many times as the
  pilot likes while he or she moves the mecha. Simple manoeuvres,
  however, do cost movement, so a mecha that makes a lot of simple
  manoeuvres will not get as far as one going in a straight line. Simple
  manoeuvres do not require the pilot to make Skill checks.
  Stunts are difficult and sometimes daring manoeuvres that
  enable a pilot to change his or her mecha’s speed or heading more
  radically than a simple manoeuvre allows. A stunt is a move
  action. It can be taken as part of a move action to control the
  mecha, and a second stunt can be attempted in lieu of the pilot’s
  attack action. Stunts always require Drive or Pilot checks.
  If using a square grid, count squares for mecha just as for
  characters. Mecha can move diagonally; remember that when
  moving diagonally, every second square costs two squares’ worth
  of movement. 
  Exceptions: A suit moves like a character; a giant robot may
  move like a character. Mecha in space move differently; see Space
  Movement, page 20.
  Simple�Manoeuvres
  During a mecha’s movement, the pilot can perform any one
  of the following manoeuvres. 
  45-Degree�Turn
  A vehicle can make a simple 45-degree turn as part of its
  movement. The mecha must move forward at least a number of
  squares, feet, or metres equal to its Turn number (shown on the
  Mecha Speeds and Modifiers table, page 53) before it can turn. At
  Extreme speed, a mecha can only make one such turn. At chase
  scale, each 45-degree turns counts as one square (50’) of movement.
  At character or abstract scale, each 45-degree turn counts as
  5’ (1.5 m) of movement.
  Ram
  At character scale, a pilot does not have to perform a
  manoeuvre to ram another mecha. He or she only needs to move
  the mecha into the other mecha’s space, and a collision occurs (see
  Collisions and Ramming, page 57). 
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  MW-31a�Sentinel
  The Sentinel sentry drone is the premiere independant security
  system of the 21st century.  While the steep price tag enables only the
  most affluent of companies (or individuals) to purchase this drone, its
  A.I. system permits it to operate with minimal supervision.
  Furthermore, its extensive sensor suite and non-lethal and lethal
  weapons array ensures that your holdings will remain safe.
  Mecha�Type:�Giant Robot
  Class:�Sentry drone
  Size:�Medium (4’ tall, 300 lbs)
  Hit�Points:�25 [50]
  Occupants:�0
  Cargo:�0
  Armour:�12 [60]
  Defence:�10+5 Bonus = 15 (1d20+5) [25]
  Strength:�21 (+5) [33]
  Land�Speed:�50 mph [60]
  Handling: 0/0 [0]
  Special�Abilities:�Communications (long range radio; secure)
  [4], ECM (radio jammer +5) [10], Sensors (IR, optics, high
  resolution radar, seismic; 1 mile) [19], Stealth +5 [15]
  Exotic� Abilities: Limited A.I. (Dex 18, Wisdom 6, Charisma 1)
  [125]
  Defects: Restricted Path (guard area) [-15]
  Micro-rocket
  Damage: 4d12
  Critical:�20
  Type:�blast
  Increment: 240’
  Rate�of�Fire: SS
  Magazine: 30
  Size:�Small
  Notes:�Blast, Burning [156]
  Light�Machine�Gun
  Damage: 2d10
  Critical:�20
  Type:�ballistic
  Increment: 100’
  Rate�of�Fire: Auto
  Magazine: 50
  Size:�Small
  Notes:�Automatic, Extra Ammo; Alternate Weapon [4]
  Taser
  Damage: 8d6
  Critical:�20
  Type: energy
  Increment:�80’
  Rate�of�Fire:�1
  Magazine:�30
  Size:�small
  Notes: Burning, Stun; Low Penetration, Short Range x2, Slow-
  Firing; Alternate Weapon [4]
  Cost:�550 Mecha Points. US $605,000
  •• SAMPLE MECHA ••
  •• MW-31A SENTINEL ••
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  desired direction, the mecha only changes facing by 45 degrees.
  Make a Drive check to retain control against a DC equal to the DC
  for the bootleg turn attempted (see Losing Control, page 58).
  Hard�Brake�Stunt
  With a hard brake stunt, a pilot can reduce the mecha’s speed
  by up to two categories if on land or one category otherwise. This
  can represent anything from slamming on the brakes in a ground
  mecha to throwing out an anchor in a watercraft or a controlled
  stall with an airplane. This is in addition to any speed change made
  at the beginning of his or her action. The mecha’s movement for
  the round ends as soon as it has moved the minimum distance for
  its new speed category. If it has already moved that far before
  attempting the hard brake, it ends its movement immediately. The
  DC for a hard brake is 15. On a failed check, the mecha does not
  change speed categories. Make a Drive or Pilot check (DC 15) to
  retain control (see Losing Control, page 58). If performed by a
  flying mecha, a successful hard brake automatically results in a loss
  of altitude equal to the mecha’s turn number.
  Hard�Turn�Stunt
  A hard turn allows a mecha to make a turn in a short
  distance without losing speed. A hard turn functions like a 45-
  degree turn simple manoeuvre, except that the mecha only needs
  to move forward a distance equal to half its turn number (rounded
  down). The DC for a hard turn is 15.
  On a failed check, the mecha continues to move forward a
  number of squares equal to its turn number before turning, just as
  with a simple 45-degree turn. Make a Drive or Pilot check (DC 15)
  to retain control (see Losing Control, page 58).
  Jump�Stunt
  The pilot of a mecha moving on land or water can attempt to
  jump his or her mecha across a gap. To make a jump, the mecha must
  move in a straight line a distance at least equal to its turn number. If
  the mecha doesn’t have enough movement left to clear the gap, it
  must complete the jump at the start of its next turn. The DC for a
  jump depends on the width of the gap, modified by the mecha’s
  speed category. On a failed check, the mecha fails to clear the gap,
  and instead falls into it (or collides with the far side). Determine
  damage as for a collision (see Collisions and Ramming, page 57).
  Stunts
  Stunts are manoeuvres that require a Drive or Pilot check to
  perform successfully. Unsuccessful stunts often result in the
  mecha ending up someplace other than where the pilot intended.
  When this happens, the mecha collides with any objects in its
  path. The check/roll modifier from the Mecha Speeds and
  Modifiers Table (page 53) affects all Drive or Pilot checks made by
  the pilot and attack rolls made by all occupants of the mecha.
  Avoid�Hazard�Stunt
  When a mecha tries to move through a space and altitude
  occupied by a hazard, the pilot must succeed on a Drive or Pilot
  check to avoid the hazard and continue moving.
  Structures larger than 5’ (1.5 m) (one square) across simply
  cannot be avoided. Also, if a pilot cannot make a check (if he or
  she has used all of his or her actions for the round performing
  other stunts), he or she automatically fails to avoid the hazard. In
  such cases, a collision occurs.
  The DC to avoid a hazard varies with the nature of the
  hazard.
  On a failed check, the mecha hits the obstacle. For caltrops
  or a mine field, this means they make an attack against the mecha.
  An oil slick forces the drive to make a Drive or Pilot check (DC 15
  plus a modifier based on the mecha’s speed category equal to the
  Defence Modifier) to retain control of the mecha (see Losing
  Control, page 58). Failing to avoid an object results in a collision
  with the object (see Collisions and Ramming, page 57).
  Bootlegger�Stunt
  This is a stunt manoeuvre that allows a mecha moving on
  land to radically change direction without turning. In so doing,
  however, the mecha comes to a stop. Before a mecha can make a
  bootlegger, it must move in a straight line a distance equal to its
  turn number; it may not make a boolegger at extreme speed. 
  To resolve a bootlegger turn, simply change the mecha’s
  facing to the desired direction. The mecha ends its movement in
  that location, at stationary speed. The DC for a bootlegger depends
  on the change in facing. On a failed check, instead of facing the
  Hazard
  DC
  Note
  Caltrops
  15
  Usually only for ground mecha
  Mines
  15
  Usually only for ground or
  water mecha
  Oil slick
  15
  Object
  Small (tire, light debris)
  5
  Medium-size (crate)
  10
  Large (pile of wreckage)
  15
  Building
  —
  Cannot be avoided
  •• TYPICAL HAZARDS ••
  Gap�
  Width�Sample
  DC
  1-3’ (1 m)
  Ditch
  15
  4-8’ (2 m)
  Culvert
  20
  8-15’ (3-5 m)
  Creek, small ravine
  25
  16-25’ (6-8 m)
  Narrow road, small pond
  35
  26-40’ (9-13 m)
  Wide road, small river
  45
  •• JUMP STUNTS ••
  Mecha�Speed�Category
  DC�Modifier
  Slow speed
  +10
  Tactical speed
  +5
  High speed
  +0
  Very high speed
  -5
  Extreme speed
  -10
  •• MECHA SPEED JUMP MODIFIERS ••
  Facing�Change
  DC
  45 degrees
  5
  90 degrees
  10
  135 degrees
  15
  180 degrees
  20
  •• BOOTLEGGER STUNTS ••
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  Collisions�and
  Ramming
  A collision occurs when a mecha strikes another mecha or a
  solid object. When a mecha collides with a creature or other
  moving mecha, the target can attempt a Reflex save (DC 15) to
  reduce the damage by half. These rules are applicable to mecha
  whether moving as characters or as vehicles.
  Resolving�Collisions
  The base damage dealt by a mecha collision depends on the
  speed and size of the objects involved. Use the highest speed and
  the smallest size of the two colliding objects and refer to the
  Collision Damage Table (below).
  After finding the base damage, determine the collision’s
  damage multiplier based on how the colliding mecha struck the
  other mecha or object. For mecha moving in reverse, consider the
  back end to be the mecha’s “front” for determining the collision
  multiplier. Consult the Collision Direction Table for a multiplier.
  Once the damage has been determined, apply it to both
  mecha (or objects or creatures) involved in the collision. Both
  mecha reduce their speed by two speed categories if they are within
  one size class of one another. If one is two or more size classes
  larger its speed is unaffected but the other loses 3 speed categories.
  If the colliding mecha moved the minimum distance for its
  new speed category before the collision, it ends its movement
  immediately. If not, it pushes the other mecha or object aside, if
  possible, and continues until it has moved the minimum distance
  for its new speed category.
  Example: A huge mecha smashes into a gargantuan mecha at
  extreme speed. The damage is 12d20 if the speed was
  A shallow gap (1 to 3 feet deep) is equivalent to a Medium-
  size object; the mecha may be able to avoid taking collision
  damage from the failed jump by treating the far side as a hazard
  and then continue moving (see Avoid Hazard, page 51).
  A moderately deep gap (4 to 10 feet deep) is equivalent to a
  Huge object. The mecha can only drive out of the gap if the walls
  are not too steep.
  A deeper gap (11 feet or deeper) is equivalent to a Colossal
  object. The mecha can only drive out of the gap if the walls are not
  too steep.
  If the gap is filled with water, the mecha takes only half
  damage from the collision with the surface. If the water is too deep
  or the bottom is too soft (GM’s discretion), the mecha might not
  be able to move.
  Sideswipe�Stunt
  During a mecha’s movement, a pilot can attempt to
  sideswipe a target, either to deal damage without fully ramming it
  or to cause another pilot to lose control of his or her mecha.
  At abstract or character scale, a mecha must be side by side
  with its target (in character scale, occupying the square or squares
  directly to its side) and moving in the same direction. Attempting
  a sideswipe costs 5’, 1.5 m, or 1 square of movement.
  At chase scale, the mecha must be in the same square as its
  target and moving in the same direction. There is no movement cost.
  If the stunt is successful, both mecha take damage as if they
  had collided (see Collisions and Ramming), except that the
  collision multiplier is 1/4, and the pilot of the target mecha can
  make a Reflex save (DC 15) to reduce the damage to both mecha
  by half of that result. The pilot of the sideswiped mecha must
  succeed at a Pilot or Drive check (DC 15) at the beginning of his or
  her next action or lose control of the mecha.
  The DC for a sideswipe is 15. It’s modified by the relative size
  and speed of the target.
  On a failed check, both mecha take damage as though the
  sideswipe attempt was a success. The other pilot does not need to
  make a check to retain control, however.
  Stalling
  A flying mecha will stall if, at the end of a round, it has not
  moved faster than its stall speed (see Stall Speed Defect, page 36).
  Some mecha have no stall speeds; they will never stall.
  If a flying mecha starts its round in a stall, the pilot must
  make an immediate DC 15 check to avoid losing control (see
  Losing Control, page 58). Even if the pilot avoids losing control,
  the mecha cannot perform any manoeuvres or stunts other than
  to Dive, although he or she may alter the mecha’s speed. It pulls
  out of its stall if it can end the round having moved faster than its
  stall speed. If not, next round the effects are the same — a check
  to avoid losing control, and the same limitations.
  Target�Condition
  DC�Modifier
  Each size category larger
  -5
  Each size category smaller
  +5
  Each speed category of difference
  -2
  •• SIDESWIPE STUNTS ••
  Highest�Speed
  Damage�Die�Type
  Slow speed
  d2
  Moderate speed
  d4
  High speed
  d8
  Very high speed
  d12
  Extreme speed
  d20*
  *
  If speed is over 10,000’ (3,000 m), add +1 per die, or if over
  20,000’ (6,000 m), add +2 per die, or if over if 30,000’ 
  (9,000 m), add +3 per die, and so on.
  Smallest�Object/Creature�Size
  Number�of�Dice�(+�adds)
  Colossal
  20
  Gargantuan
  16
  Huge
  12
  Large
  8
  Medium
  4
  Small
  2
  Tiny
  1
  Smaller than Tiny
  0
  •• COLLISION DAMAGE ••
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  10,000/3,000m or less. If it took place at a speed of, say, 27,000’, it
  would be 12d20+12. Each loses 2 speed classes.
  The pilot of the mecha that caused the collision must
  immediately make a Drive or Pilot check (DC 15) or lose control of
  the mecha (see Losing Control, below). The pilot of the other
  mecha must succeed on a Drive or Pilot check (DC 15) at the
  beginning of his or her next action or lose control of his or her
  mecha. Exception: a mecha that was large enough that it did not
  lose speed does not make a collision check.
  Collision�Damage�to�Mecha�Occupants
  When a mecha takes damage from a collision, its occupants
  may take damage as well. The base amount of damage depends on
  the cover offered by the mecha.
  No Cover: Same as damage taken by mecha
  One-quarter cover: One-half damage taken by mecha
  One-half cover: One-quarter damage taken by mecha
  Three-quarters cover: One-tenth damage taken by mecha.
  Nine-tenths cover or more: No damage.
  If individuals are not strapped in, increase damage one
  category (no extra increase if no cover).
  If half cover or less, each of the occupants may make a Reflex
  save (DC 15) to take half damage. If 3/4 cover or more, they get a
  Fortitude save (DC 10) to take half damage.
  Losing�Control
  A collision or a failed stunt can cause a pilot to lose control
  of his mecha. In these cases, the pilot must make a Drive or Pilot
  check to retain control of the mecha. If this check is successful, the
  pilot maintains control of the mecha. On a failure, a mecha on
  land or water goes into a spin, or a roll/capsize if it fails by 10 or
  more; a mecha in the air or underwater inadvertently veers off
  course by 45 degrees to right or left (roll randomly) and loses
  altitude or depth, or if it fails by 5 or more, suffers a tailspin.
  Remember that the check/roll modifier from Mecha Speeds and
  Modifiers Table applies to all Drive or Pilot checks.
  An out-of-control mecha may strike an object or other
  mecha. When that happens, a collision occurs (see Collisions and
  Ramming, page 57).
  Veer�and�Depth/Altitude�Loss
  Roll 1d6. On a 1-3, it veers 45 degrees right; on a 4-6, it veers
  45 degrees left. It may not make other manoeuvres this round, and
  loses depth or altitude equal to its current turn number and may
  not voluntarily increase speed next round unless required by
  diving. The sudden loss may cause it to crash or run aground.
  Spin�or�Tailspin
  At character or abstract scale, a mecha spinning on land,
  water, or in space moves in its current direction a distance equal to
  the turn number for its speed, then ends its movement if on land
  or water. At chase scale, the mecha moves 1 square and ends its
  movement.  Once it stops, roll 1d8 to determine its new facing: 
  Reorient the mecha accordingly. Exception: A colossal
  mecha, such as a ship, has too much momentum to spin around
  completely. Roll 1d6. On a 1-3 it turns right 45 degrees; on a 4-6 it
  turns left 45 degrees. Other effects are the same.
  If the mecha is flying or underwater, the mecha goes into a
  tailspin, continuing on the same course but diving vertically at its
  maximum rate and spinning about its axis; make a Pilot or Drive
  (DC 15) check at the start of each round to recover; failure means
  it continues to dive out of control and can make no other
  manoeuvres, nor attack. When the mecha pulls out, roll 1d8 to
  determine direction as above. A mecha in a tailspin loses all
  defence bonuses from the pilot’s Dex, Feats, and Levels.
  Roll,�Fall,�or�Capsize
  The mecha may tumble, taking damage. This is referred to as
  “capsizing” if a mecha is on water.
  At character scale, the mecha rolls in a straight line in its
  current direction for a number of squares equal to the turn
  number for its speed, then ends its movement. At the end of the
  mecha’s roll, reorient the mecha perpendicular to its original
  direction of travel (determine left or right randomly). At chase
  scale, the mecha rolls one square before stopping and reorienting.
  At either scale, a mecha takes damage equal to 2d6 x the turn
  number for its speed (using the 5’ Square column values). The
  mecha’s occupants take damage equal to 2d4 x the turn number
  for its speed (Reflex save, DC 15, for half damage). 
  Anyone not inside or strapped into a rolling or capsizing
  mecha will also fall off.
  After a mecha rolls or capsizes on the ground or water, roll
  1d6. On a 1-3 if it right-side up and (if not disabled) can continue
  to operate normally. On a 4-6 it is upside down. If it is a giant
  robot, it can right itself using its arms (if not disabled). Otherwise,
  it is effectively out of action, unless it can fly. 
  A mecha which rolls in a situation that could cause it to
  topple off a cliff, into a ravine or similar, forces the pilot attempt a
  Reflex save (DC 25) to avoid falling all the way down. The mecha
  will sustain damage as above, plus an additional 1d6 damage for
  each 15’/5 m fallen. 
  Colliding�Mecha’s�Target
  Multiplier
  A stationary object
  x 1
  A moving mecha, striking head-on or 45 degrees from head-on
  x 2
  A moving mecha, striking perpendicular
  x 1
  A moving mecha, striking from the rear or 45 degrees from the rear
  x 1/2
  A mecha being sideswiped (see Sideswipe)
  x 1/4
  •• COLLISION DIRECTION ••
  Die�Roll
  Facing
  1
  no change
  2
  right 45 degrees
  3
  right 90 degrees
  4
  right 135 degrees
  5
  180 degrees
  6
  left 135 degrees
  7
  left 90 degrees
  8
  left 45 degrees
  •• SPIN OR TAILSPIN FACING ••
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  JMGH-01�“Ghost”�Stealth�Mecha
  The Coyote Federation designed the “Ghost” as a light, rapid-
  depolyment mecha for use in combating their rival federations.
  While significantly smaller than most of the mecha on the
  battlefield, the Ghost provided the Coyotes with the ability to slip
  around the heavier machines, often completely avoiding direct
  confrontations and striking their opponents’ vulnerable rear.
  The JMGH-01 is controlled by a single pilot who must endure
  the tight confines of the small cockpit. Women are often recruited as
  pilots of the Ghost since their smaller body sizes make it easier for
  them to operate, unhindered, inside the confined body of the light
  mecha. 
  Like most battlefield mecha, the power plant builds up a
  tremendous amount of heat during operation. While the mecha’s
  power supply can provide output for close to a year before refueling
  is required, the machine would meltdown rapidly. Engineers
  implemented extensive design improvements, adding numerous
  heatsinks and a coolant system to dissipate the heat before it reaches
  a critical level, allowing the machine to operate for several hours
  before the coolant system must be replenished. If the pilot continues
  operating the machine for more than 8 hours, he or she risks a
  catastrophic failure.
  Mecha�Type:�Giant robot
  Class:�Light stealth mecha
  Size:�Large (15’ high, 3.5 tons)
  Hit�Points:�45 [70]
  Occupants:�1 Operator [10]
  Cargo:�200 lbs. [1]
  Armour:�7 [35]
  Defence:�9 (1d20-1)
  Strength:�25 (+7) [45]
  Land�Speed:�150 mph [105]
  Handling: +3/+6 [55]
  Special� Abilities:� Communications (Tactical Radio) [2],
  Countermeasures (LWR, RWR) [4], ECM (Radar +5, Defensive
  +5) [30], Environmental Systems (NBC Filter) [4], Jumping x6
  [12], Navigations Aid (GPS) [2], Sensors (IR: 1 mile, Optic: 6
  miles, Radar: 6 miles) [32], Stealth (Radar, +5) [20], Targeting
  Bonus +4 [20]
  Defects: No Hands [-25], Reduced Endurance (several hours) [-20],
  Start-Up Time (10 minutes) [-4]
  Plasma�Beam�Projector
  Damage: 5d6
  Type: energy
  Critical:�20
  Rate�of�Fire:�Auto
  Increment:�150’
  Magazine:�30
  Size:�large
  Notes: Automatic [52]
  Cost:�450 Mecha Points. 270,000 Credits
  •• SAMPLE MECHA ••
  •• JMGH-01 GHOST ••
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  especially if the character has to trade places with another
  character. If the character’s movement is short and unobstructed,
  the character can do it as the equivalent of a 5-foot step.
  Otherwise, it requires a move action.
  Attack�Actions
  Anyone aboard a mecha can make an attack with a personal
  weapon, and pilots and gunners can make attacks with any
  mecha-mounted weapons controlled from their positions.
  Full-Round�Actions
  Since the pilot must use a move action to control the mecha,
  he or she can’t take a full-round action unless he or she starts it in
  one round and completes it on his or her next turn (see
  Start/Complete Full-Round Action in the Player’s Handbook).
  Attack�Options
  Firing a mecha’s weapon requires an attack action and uses
  the pilot’s or a gunner’s ranged attack modifier.
  A pilot with 5 or more ranks in the Drive or Pilot Skill gains
  a +2 synergy bonus when firing fixed forward-firing mecha-
  mounted weapons while driving.
  Some military mecha are equipped with targeting systems,
  such as computers. These systems grant equipment bonuses on
  attack rolls with the mecha-mounted weapons to which they
  apply.
  Manoeuvre�Defensively
  Just as in melee combat, one can manoeuvre defensively
  while controlling a mecha. This option, usually called “evasive
  action,” grants a +2 dodge bonus to the mecha’s Defence and
  applies a -4 penalty on attack rolls made by occupants of the
  mecha.
  Total�Defence
  A pilot can choose the total defence action, which grants a
  +4 dodge bonus to Defence but does not allow the pilot to attack
  (gunners or passengers take a -8 penalty on attack rolls). These
  modifiers last until the pilot’s next round of actions.
  Full�Attack�Action
  A pilot cannot normally make a full attack, since controlling
  the mecha requires a move action. Gunners or passengers,
  however, can take full attack actions, since they don’t have to use
  a move action (except, perhaps, to change positions in the mecha).
  Taking a full attack action is useful only if a character has a base
  attack bonus high enough to get multiple attacks. A passenger can
  make multiple attacks with his or her own weapon. A gunner can
  make multiple attacks with one or more weapons controlled from
  his or her position.
  Targeting�Mecha
  An attack made against a mecha uses the mecha’s Defence,
  modified by its speed category and any appropriate feats or class
  abilities (see Chapter 1).
  Attackers can choose instead to target specific mecha
  occupants. An attack against a mecha occupant is made like any
  other attack. Remember, however, that a character in a mecha
  gains bonuses to Defence from both the mecha’s speed and any
  cover it provides.
  Other�Mecha�
  Movement�Activities
  These activities can be used in combat, during chases, etc.,
  whether using abstract, character, or chase scale.
  Hide�and�Seek
  When being pursued, a pilot can attempt a Hide check to
  lose the pursuer in heavy traffic, complex terrain or clouds, or a
  Bluff check to misdirect the pursuer before a sudden change of
  direction (such as turning onto an off-ramp or a side street,
  canyon, etc.). “Hide and seek” tactics are generally useless in any
  type of open country, at high altitude in good weather (or if your
  foe has radar, etc.), in deep space, or at sea.
  To make a Hide check, use the normal rules for hiding (see
  the Hide Skill description). The normal size modifiers apply, but
  if the pilot is hiding among other mecha, most of which are size
  Large or Huge, he or she gains a +8 bonus on the check. This use
  of the Hide Skill can only be attempted in heavy traffic or very
  complex terrain (such as a jungle, thick forest, mountains, or
  cinematic asteroid belt); in lighter traffic, the GM might not allow
  it or might apply a penalty to the check.
  A pilot can use Bluff to make a pursuer think he or she is
  going a different direction from what the pilot intends. This
  usually works only in urban driving situations, but it could also
  apply if flying through a maze of canyons or the like. Just before
  making a turn onto an off-ramp, side street, or side canyon, make
  a Bluff check opposed by the pursuer’s Sense Motive check. If the
  pilot is successful, the pursuer takes a -5 penalty on any Drive
  check needed to make the turn to follow the pilot. If the other pilot
  can make the turn using only simple manoeuvres and does not
  have to make a Drive check, the Bluff attempt has no effect.
  Fighting�from
  Mecha
  The following rules provide a further framework for combat
  involving mecha.
  Mecha�Combat�Actions
  Actions during mecha combat are handled the same way as
  actions during personal combat. A character can take two move
  actions, one move action and one attack action, or one full-round
  action in a round. Free actions can be performed normally, in
  conjunction with another action.
  Free�Actions
  Communicating orders and ducking down behind a door are
  examples of free actions. Characters can perform as many free
  actions as the GM permits in a single round.
  Move�Actions
  Changing position within a mecha is usually a move action,
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  Option:�Hit�Point�Transference
  For characters, high Hit Point totals represent luck and skill
  as much as they do increased durability. Consequently, if a mecha
  takes damage, its pilot may voluntarily choose to take some of the
  damage to his or her own Hit Points instead of the mecha’s,
  providing this does not reduce his or her Hit Points below his or
  her Constitution score. In games that split Hit Points into vitality
  and wounds, the pilot may use his vitality. 
  Example: Colin is an 10th Level Mecha Pilot with Con 11 and
  50 Hit Points. His fighter jet has 40 HP. Obviously, Colin isn’t
  tougher than 10 tons of steel — he’s just luckier, and some of that
  luck can transfer over to his machine. In a dogfight, his fighter is
  hit by a radar-homing missile and takes 55 points of damage after
  Armour. Bad news! But Colin isn’t blown out of the air — instead,
  he decides to take 39 points of damage to himself (reducing his HP
  to 11 ... he can’t drop them any lower than his Con); the remaining
  21 points of damage are applied to the mecha, which drops to 24
  Hit Points. Damaged, but flyable.
  Cover�and�Concealment
  When a character fires from a mecha, objects or other mecha
  in the way can provide cover for the target. Use the normal rules
  for cover, bearing in mind the size of the mecha. Thus, a medium-
  sized suit could take cover behind a tree, but a huge giant robot
  could not. A few specific considerations:
  •�Concealment�vs.�Sensors
  Concealment is ineffective if sensors used by the attacker can
  see through it. For example, normal smoke is ineffective against
  radar or infrared, so provides it no concealment.
  •�“Hull�Down”�Vehicles
  A common tactic for tanks and similar vehicles (or giant robots
  with weapons mounted in their heads) is to be “hull down” behind a
  ridge with only the turret or head exposed. This is 3/4 cover.
  Damaging�Mecha
  All mecha have Hit Points. Like most inanimate objects,
  mecha also have Armour. Whenever a mecha takes damage,
  subtract the mecha’s Armour to determine the HP loss.
  61
  If a vehicle or giant robot takes damage from a critical hit, or
  any time it loses more than half its original Hit Points from a
  single attack, the GM can have it suffer major system damage:
  something important breaks.
  Based on the type of damage, certain special abilities or
  weapons might stop working or be reduced in level. For example, a
  hit could completely knock out a mecha’s Force Field or sensors, or
  a transformable mecha’s body-morphing mechanism might be put
  out of action, leaving it stuck in its current form. A fuel tank could
  start leaking, giving the mecha only a few minutes to land before it
  runs out of gas. The GM should choose something that seems
  dramatically appropriate — sometimes system damage can even
  lead to further adventure, as a damaged mecha is forced to stop for
  repairs or needs a particular part to bring things back on line.
  Another way to determine system damage is to roll
  randomly. GMs can create specific damage tables for individual
  types of mecha. Alternatively, this universal table can be used:
  System�Damage�Table
  d20 Roll
  Vehicle or Giant Robot
  19-20
  Crew injury*
  17-18
  Special damage
  13-16
  Weapon hit
  10-12
  Engine hit
  7-8
  Passenger injury*
  5-6
  Cargo hit
  1-4
  Propulsion hit
  * If a mecha suit, treat as special damage, since the wearer is
  automatically damaged anyway.
  If a result cannot happen, the mecha suffers no extra effect.
  For example, a rowboat would be immune to most of the
  following results, because it is so simple it has little that can be
  damaged other than its structure.
  Crew�Injury
  A key crew member aboard the mecha is directly in the path
  of any penetrating damage. He or she takes the same damage that
  the mecha sustained. This damage is halved on a Reflex save 
  (DC 15). If the mecha has multiple key crew members, roll
  randomly to determine who was hit. 
  Special�Damage
  One or more of the mecha’s special abilities (sensor,
  communication device, airlock, etc.) is knocked out. The GM
  decides what was hit, or rolls randomly.
  Engine�Hit
  The mecha’s engine, battery, or power plant is knocked out.
  The mecha must decelerate one speed category each turn until it
  reaches stationary speed. If in space, it will simply drift at its
  current speed. If this is not appropriate, the GM decides what
  happens. For example, a chariot’s yoke might snap, or a ship’s
  main mast could fall.
  Propulsion�Hit
  The mecha’s ability to manoeuvre is damaged. This may
  represent a flat tire, damaged leg, hydraulics rupture, fallen
  rigging, etc. The mecha is at -4 on all manoeuvring checks. In
  addition, its pilot must make an immediate check (as if making a
  Stunt, at the -4 penalty above) to avoid loss of control.
  Passenger�Injury
  As Crew, above, but to a random passenger.
  Cargo
  Part of the cargo is damaged; this could include any smaller
  mecha carried aboard. The GM determines the effect, usually
  applying the damage to an item carried. Note that if the mecha is
  carrying bulk cargo (such as a load of grain) a cargo hit will
  usually have no effect.
  Weapon�Hit
  The mecha’s main weapon is knocked out. If it has a number
  of weapons, roll randomly.
  •• MAJOR SYSTEM DAMAGE ••
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  Homestead
  Space�Station
  Far out, on the fringes of human-space, the United Earth Space
  Federation required a defensible base of operations for their deep-
  space exploration vessels. Lightyears from Earth, they built the space
  stations, Homestead.
  Over the following decades, vessels launched from Homestead
  have pushed back the boundaries known space, expanding human’s
  exploration of the stars. Homestead was the location of First Contact
  with the Edonians, a race of star-farring aliens who soon became
  allies of the UESF.
  Homestead also served as the point of First Contact with the
  Avancarians. In a bloody battle that nearly destroyed the space
  station, humans encountered their first hostile neighbours in the
  universe.
  Since then, Homestead has served as a military base on the
  UESF side of the border with the Avancarians. Poloticians, however,
  are pushing to have the decades-old station decommissioned and
  replaced with a larger, more aggressive station designed to push the
  Avancarians back from human-space. Moderates, however, preach
  caution in the hopes that diplomacy can avert a galactic war which
  might overwhelm humans. Until a decision is made, however,
  Homestead will remain on the border, serving as a home for the
  spacers and pilots that defend humankind.
  Mecha�Type:�Space Station
  Class:�Vehicle
  Size:�Colossal (1/2 mile radius, 1 billion tons)
  Hit�Points:�350 [500]
  Occupants:�25 Operators [250], 3200 passengers [400]
  Cargo:�64,000 tons plus 100,000 tons hangar [750]
  Armour:�60 [300]
  Defence:�2 (1d20-8)
  Dramatic�Space�Flight:�0.25G [750]
  Handling: -10/-8 [-10]
  Special� Abilities:� Accessories (Numerous accessories) [50],
  Communications (Long Range Radio, Microwave: Interstellar;
  Scanner; Secure) [110], Countermeasures (LWR, RWR, EES) [14],
  ECM (Radio Jammer +9, Defensive +9) [54], Environmental
  Systems (Life Support) [20], Hangar (Gargantuan) [30], Rooms
  (kitchen x10, conference room x10, science lab x10, sick bay x10,
  workshop x10) [170], Sensors (IR: 10 miles, Optics: 10 miles, High
  Resolution Radar: 10 miles, Meta-Scanner: 10 miles, Magnetic: 10
  miles) [275]
  Defects: Service Crew (250) [-18]
  Laser�Defence�System�x3
  Damage: 12d8
  Critical:�20
  Type: Energy
  Increment:�3840’
  Rate�of�Fire:�Auto
  Magazine:�Unlimited
  Size:�Gargantuan
  Notes: Armour Pentrating x2, Automatic, Long Range x3,
  Unlimited Shots; Space-Optimised; Different Gunner [2160]
  Assault�Cannon
  Damage: 16d10
  Critical:�20
  Type: Energy
  Increment:�3200’
  Rate�of�Fire:�1
  Magazine:�3
  Size:�Gargantuan
  Notes: Armour Pentrating x3, Burning, Cone, Long Range x2;
  Less Ammo x3, Slow-Firing x2, Space-Optimised; Different
  gunner [220]
  EMP�Cannon�Batteries�x3
  Damage: 8d8
  Critical:�20
  Type: Energy
  Increment:�320’
  Rate�of�Fire:�Auto
  Magazine:�unlimited
  Size:�Gargantuan
  Notes: Automatic, EMP, Unlimited Shots; Space-Optimised;
  Different gunner [864]
  Neutron�Rocket�System�x3
  Damage: 6d12
  Critical:�20
  Type:�Blast
  Increment: 360’
  Rate�of�Fire: SS
  Magazine: 30
  Size:�Huge
  Notes:�Blast, Burning, Volley; Different gunner [936]
  Cost:�7825 Mecha Points. 391,250,000 Credits
  •• SAMPLE MECHA ••
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  •• HOMESTEAD SPACE STATION ••
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  dive.
  Disabled�in�the�Water
  A mecha moving on the water drops one speed category each
  round until it comes to a stop. The pilot cannot attempt any
  manoeuvres except a 45-degree turn.
  The mecha will also take on water and start to sink. The
  mecha takes 1d6 points of flooding each round. When the
  flooding reaches (2 x total HP - the positive value of the current
  HP) the mecha will sink, or if a submarine that is underwater, will
  be unable to surface, and continue to sink.
  Example: A mecha that had 120 HP is reduced to -17 HP. It
  is disabled and sinking. Each turn, it takes 1d6 points of flooding.
  When the flooding reaches (120-17) 103 points, the mecha will
  sink.
  A sinking mecha drops at a rate of at least 50’/15 m per
  round until it hits bottom, or breaks up due to pressure.
  Occupants will start to drown, unless they escape and make it to
  the surface, or can survive underwater. Occupants inside a large
  vessel may take several rounds to escape; if the vessel has sunk
  deep enough, they may be unable to escape due to water pressure
  without special gear. This is up to the GM.
  If a colossal-sized vessel sinks, it may suck people on deck or
  nearby swimmers down with it. This affects a radius equal to the
  mecha’s longest dimension. Anyone in that radius must make a
  DC 15 Swimming check, to which they may add their Strength
  bonus; failure means that they go down with the ship.
  Disabled�in�Space
  A mecha that is disabled in space will continue drifting in
  the same direction at whatever speed it had before it was disabled.
  If it is disabled in a low orbit, its orbit may decay in minutes or
  hours.
  This assumes “realistic” physics. If the mecha was using
  some form of dramatic drive or faster-than-light drive that defies
  normal laws of motion, it may come to a dead stop, slowly
  decelerate (as if an aircraft), drop out of hyperspace, or whatever;
  it all depends on how the drive works in the GM’s campaign.
  Destroying�Mecha
  Mecha don’t “die” when they reach -10 Hit Points. Instead, a
  mecha is destroyed when it loses Hit Points equal to twice its full
  normal total. A destroyed mecha cannot be repaired.
  Repairing�Mecha
  Repairing damage to a mecha takes a full hour of work, an
  appropriate tool kit (mechanical tools for most modern mecha),
  and a garage, workshop or some other suitable facility. Without
  tools, a character takes a -4 penalty on his or her Repair check. At
  the end of the hour, a successful Repair check (DC 20) restores 2d6
  Hit Points; failure repairs nothing. If damage remains, the
  character may continue to make repairs for as many hours as it
  takes to restore all of the mecha’s Hit Points.
  Very large mecha may require extra time to repair. Multiply
  repair time by x2 for huge, x4 for gargantuan, or x8 for colossal
  Damage�Types�and�Mecha
  Mecha are immune to subdual damage, but unlike ordinary
  constructs, can suffer critical hits.
  Mecha take half damage from acid, fire, and lightning
  attacks unless they have a Defect that indicates their vulnerability.
  Divide the damage by 2. Cold attacks deal 1/4 damage to mecha. 
  Apply these multipliers after Armour.
  Mecha�Suits�and�Damage
  If a mecha suit takes damage, the wearer of the suit takes the
  same damage. This is because a suit (unlike a vehicle or giant robot)
  is form-fitting. An attack may kill or disable the wearer without
  doing the same to the suit, in which case someone else could salvage
  the suit. It might disable the suit while the wearer still has HP left,
  in which case he or is trapped in it until it is removed.
  Fires
  If a mecha loses 10 or more Hit Points due to fire or
  explosion, it will catch fire if it fails a fire save. The fire save’s DC is
  10 + the damage inflicted. The mecha has no bonus to this save
  attempt — simply roll 1d20. Mecha that have the Volatile Defect
  automatically catch fire. If it catches fire, it suffers 1d10 damage
  each round until extinguished; the mecha’s Armour does not
  protect it. If a 10 is rolled when determining the amount of
  damage suffered, the fire grows in size: add another fire.
  Anyone occupying a mecha that is on fire is considered
  exposed to the fire and must make a Reflex save to avoid taking
  1d6 damage: the DC is 20 if the mecha is large, 18 if huge, 16 if
  gargantuan, or 12 if colossal. If the mecha is medium-sized or a
  suit they are wearing, they cannot avoid the damage.
  Characters may try to fight a fire instead of avoiding it. This
  is a DC 15 Reflex save. Success puts the fire out.
  Disabled�Mecha
  When a mecha is reduced to 0 Hit Points or less, it is
  disabled. Although it might be repairable, it ceases functioning.
  The effects depend on the type of mecha, and its situation:
  When disabled, weapons, special abilities such as sensors
  (excluding Ejection Seats), and exotic abilities such as Force Fields
  no longer function (or are frozen in the current form, for
  something like Transformation). If the mecha carries smaller craft
  (life pods, fighters, etc.) each still works on a roll of 1-4 on 1d6.
  A mecha may explode if it has the Volatile Defect (page 36).
  Disabled�on�the�Ground
  A vehicle drops one speed category each round until it
  comes to a stop or hits something. The pilot cannot attempt any
  manoeuvres except a 45-degree turn. 
  A giant robot or suit trips and falls over. It tumbles, losing
  two speed categories per round, and taking half normal collision
  damage each round until it stops or hits something.
  Disabled�in�the�Air
  A disabled airborne mecha drops one speed and
  approximately 1,800’ (550m) each round (unless diving enough to
  force an increase in speed, in which case there is no change) until
  it is stationary or stalls, then it falls from the sky. The pilot cannot
  climb, nor attempt any manoeuvres except a 45-degree turn or a
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Chapter 03:�Mecha�Combat
  65
  (page 35). A villain’s secret base is usually Volatile (page 36).
  mecha.
  Wrecking�Buildings
  Characters can hit buildings automatically with melee
  attacks. Buildings should be given Hit Points and Armour
  depending on their size and construction. 
  If the building is reduced to 0 or fewer Hit Points, it is
  wrecked and systems in it (power, phone lines, etc) stop working;
  if it drops to its total Hit Points below zero, some parts of it
  collapse.
  Anyone in or adjacent to a collapsing building takes damage
  equal to 1d6 for every 20 Hit Points the building possessed
  originally plus 2 per point of Armour. A DC 15 Reflex save to leap
  out a window or find an appropriate structural member to shelter
  under may negate or halve damage if the GM feels it is possible.
  Wooden buildings count as having the Flammable Defect
  65
  Collapsing
  Type�of�Building
  Size
  HP
  Armour
  Damage
  Phone Booth
  Large
  20
  2
  1d6+4
  Wood Shed
  Huge
  40
  4
  2d6+8
  Outdoor Garage, Bungalow Gargantuan
  60
  6
  3d6+12
  Concrete bunker
  Gargantuan
  80
  20
  4d6+40
  Large house
  Colossal
  100
  10
  5d6+20
  Small office building
  Colossal
  120
  14
  6d6+28
  Mid-sized office building
  Colossal
  160
  16
  8d6+32
  Fortress, large skyscraper
  Colossal
  240
  24
  12d6+48
  •• WRECKING BUILDINGS ••
  Why�Giant�Robots?
  Humanoid giant robots are, of course, implausible.
  Mansized suits of powered armour may be a good idea, but a
  30’ (10 m) tall machine striding across the battlefield is likely to
  be a perfect target for a better-concealed tank or missile-armed
  soldier, if it doesn’t sink into soft ground or trip over its own
  feet first.
  So why do mecha exist? Mostly because they look cool, but
  also because they make it easier to use in adventures. In a fight, a
  starship can zip around and fire lasers. A giant robot can do all
  that, but also wrestle, use martial arts, drop prone, hunker down,
  and more ... if each player character has a giant robot they can
  adventure just like a party on foot, only on a far more dramatic,
  epic, scale.
  It is sometimes useful to have an in-game justification for
  giant robots, however. Some examples:
  Mystery�Technology
  Giant robots are a salvaged lost technology whose present
  users don’t fully understand. No one knows why they look like
  people!
  Non-Combat�Machines
  Giant robots were primarily built as construction machines,
  or for riot control, or rescue work, or some other non-battle
  activity. Any military use is a historical accident — perhaps they
  were pressed into service as an emergency.
  All-Terrain�Machines
  The space wars of the future are fought in every hellish
  environment imaginable, and only a vehicle with legs and/or
  transforming ability is effective in the majority of them.
  Close�Combat
  For some reason, society has been struck with selective
  technological amnesia: they can make complex fighting
  machines, but forget how to make long-range weapons or
  sensors. Or maybe highly advanced jamming systems or really
  terrible weather conditions mean that all battles take place in
  close quarters. Either way, giant robots are perfect for the in-your-
  face battles that result, where a gun duel can quickly turn into a
  hand-to-hand struggle in which a 60’ sword trumps a railgun.
  Species�Compatibility
  Some new form of “mind interface” system is used that
  permits amazing manoeuvrability, but it works best if the
  machines are shaped like their pilots.
  Ultra-Technology
  The Force Fields, super-armour, or anti-gravity flight
  technology used by giant robots is so advanced that the shape of
  the machine is largely irrelevant.
  •• DESIGNER’S NOTE ••
  •• TANK DESTROYS FORTIFIED STRUCTURE ••
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  APPENDIX
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Chapter 04:�A�Guide�to�Mecha�Anime
  67
  Bubblegum Crash (1988; AnimEigo).  Sequel to Bubblegum Crisis.
  Bubblegum Crisis Tokyo 2040 (1998; ADV Films).  Remake of
  Bubblegum Crisis.
  Char’s Counterattack (1985; Bandai Ent.).  Movie conclusion to the
  first Gundam saga, as antihero Char attempts to drop a
  space colony on Earth.
  The Cockpit (1993; Urban Vision).  Three grim WWII stories from
  the Axis viewpoint, two featuring aircraft and one a
  motorbike.
  Cowboy Bebop (1998; Bandai Ent.).  Stylish series about
  interplanetary bounty-hunters.
  Crest of the Stars (1999; Bandai Ent.).  A looming interstellar war is
  the backdrop for an exploration of a far-future culture of
  genetically-modified humans.
  Crusher Joe (1985; AnimEigo).  Crew of space troubleshooters have
  adventures.
  Dai-Guard (1991; ADV Films).  Retired giant robot returns to
  battle alien invaders.
  Dangaioh (1987; Manga Ent.).  Amnesiac super-teens pilot super-
  combining robot, seek identities.
  Dangaizer 3 (1999; Right Stuff).  Teenage girls pilot super-
  combining robot, battle other robots.
  Death and Rebirth (1997; Manga Ent.).  Summary and part 1 of
  movie conclusion of Evangelion.
  Detonator Orgun (1991; Central Park Media).  A future Earth is
  threatened by an alien super-weapon; a teenager bonds
  with another such entity to save it.
  De:Vadasy (2001; Media Blasters).  Boy-girl pair must synchronize
  to defend Earth using a robot powered by their yearnings.
  Dominion Tank Police (1988; Central Park Media).  Tank police
  wreak havoc as they battle a super-criminal and robot cat-
  girls.
  Dual! (1999; Pioneer).  Parallel world hijinks involving teenage
  boy, numerous girls, and a secret organization.
  Ehrgeiz (1997; Bandai Ent.).  Mercenaries are involved in a space
  war with giant robots.
  Escaflowne (1996; Bandai Ent.).  Girl from Earth finds herself in a
  world of dragons, flying cities, and giant sword-wielding
  robots.
  Escaflowne Movie: A Girl in Gaia (2000; Bandai Ent.).  Grimmer
  movie remake of Escaflowne.
  End of Evangelion (1997; Manga Ent.).  An apocalyptic ending to
  the Evangelion series.
  eX-Driver (2000; Media Blasters).  Girl drivers stop
  malfunctioning robot cars.
  Full Metal Panic (2002, ADV Films).  Giant robot-piloting
  vigilantes must go undercover to protect a strong willed
  high school girl.
  Gall Force: Eternal Story (1986, Central Park Media).  First of a
  movie trilogy involving a total war between an all-female
  society and nonhuman aliens.  Many sequels.
  Gasaraki (1997; ADV Films).  A multi-layered near future series
  involving “realistic” giant robos, Middle East conflict, rival
  A�Guide�to
  Mecha�Anime
  This section lists anime series that prominently feature
  mecha of any sort. The series are organized alphabetically,
  indicating the original Japanese air-date and the most recent
  North American distributor. For the sake of brevity, only shows
  that are currently available on video or DVD, or which soon will
  be, are listed.
  801 TTS Airbats (1994; ADV Films).  Female pilots fly in the
  contemporary Japanese Self-Defence Force.
  Angel Links (1999; Bandai Ent).  A young woman commands a
  super-starship to battle space criminals.
  Appleseed (1988; Manga Ent.).  Two cops uncover a conspiracy in
  a futuristic utopia.
  Arcadia of My Youth (1982; AnimEigo).  Exiled space pirate
  Captain Harlock battles alien empire.
  Area 88 (1985; Central Park Media).  Mercenary fighter pilots in
  the Middle East.
  Ariel (1989; Central Park Media).  Teenage girl pilots huge robot to
  save Earth.
  Armored Trooper Votoms (1983; Central Park Media).  Long, gritty
  war story set in far future; elements of it were a major
  inspiration for a couple of US role-playing games.
  Argentosoma (2000; Bandai Ent.).  Mysterious organization vs.
  mysterious aliens.
  Aura Battler Dunbine (1983; ADV Films).  Boy is transported to
  alternate fantasy world, wear he learns to pilot a bio-
  organic robot in a war.  A classic “dimensional castaway”
  saga that inspired many others.
  Battle of the Planets (1972; Rhino).  Five heroes and their God-
  Phoenix super-aircraft struggle to save Earth from
  mechanized menaces.  In Japan, known as Science Ninja
  Team Gatchaman; also dubbed as G-Force.
  Banner of the Stars (2000; Bandai Ent.).  Sequel to Crest of the Stars;
  space warships clash and relationships develop.
  Battle Skipper (1995; Central Park Media).  Schoolgirl vigilantes
  pilot robots.  
  Betterman (1999; Bandai Ent.).  Secret organization vs.
  mysterious monsters in the tradition of Evangelion.
  Blue Submarine No. 6 (1998; Bandai Ent.).  Super-submarine’s crew
  battles mad scientist and his genetically-engineered
  creations.
  Big O, The (1999; Bandai Ent.).  Detective story involving a giant
  robot in a future city struck by mysterious amnesia.
  Big Wars (1993; Central Park Media).  Humans vs.  mysterious
  aliens using giant sky carriers.
  Brain Powerd (1998; Bandai Ent.) Two factions with organic giant
  robots fight each other on a devastated Earth.
  Bubblegum Crisis (1987; AnimEigo).  Female powered suit
  vigilantes vs.  megacorporation’s cyborgs.
  67
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Guyver (1989; Manga Ent.).  Teenage with biomechanical
  battlesuit fights corporation’s mutant monsters.
  Hades Project Zeromyer (1988; Central Park Media).  Two secret
  organizations battle with super giant robots, cyborgs, and
  brainwashed pilots.
  Harlock Saga (2000; Central Park Media).  Another story of space
  pirate captain Harlock, combining interstellar action with a
  retelling of Wagner’s Ring Cycle opera.
  Hyper Speed GranDoll (1997; Central Park Media).  Anime spoof
  featuring schoolgirl heroine.
  Iczer-One (1985; US  Renditions).  A clever combination of the
  giant robot, Cthulhu horror, and superhero genres, as
  android heroine Iczer-One and partner Nagisa fight to save
  Earth from invading entities.
  Initial D (1998; Tokyopop).  Teenage street-racing action.
  Ko Beast Century (1992; Right Stuff).  Werebeasts pilot giant robot
  totems in a science-fantasy world.
  Landlock (1996; Manga Ent.).  Teen with hidden powers fights
  mecha-using empire in a science-fantasy world.
  Lost Universe (1998; ADV Films).  Galactic troubleshooter fights
  bad guys; has an sentient super-ship.
  Knights of Ramune (1997; Software Sculptors).  Two ditzy
  priestesses with a battle mecha fight a sadistic galactic
  overlord.
  Macross (1982; AnimEigo).  Classic interstellar invasion saga cum
  soap opera that brought romance and idol singers into the
  giant transformable robot genre.
  Macross II (1992; Manga Ent.).  A sequel to Macross revisiting
  many of the same things with less vigor.
  Macross Plus (1994; Manga Ent.).  Superior Macross sequel
  featuring a love triangle, test pilots, transforming fighters,
  and an artificial idol singer.
  MADOX-01 (1987; AnimEigo).  A lost suit of military powered
  armor falls into a teenager’s hands.
  Magic Knight Rayearth (1994; Media Blasters).  A trio of high
  school girls are transported to a medieval fantasy world,
  wear they become magical girls and later acquire elemental-
  powered giant robots.
  MAPS (1994; ADV Films).  Interstellar adventure saga that
  features giant goddess-like starships.
  Martian Successor Nadesico (1996; ADV Films).  A self-referential
  soap opera-comedy-drama about an interplanetary war
  with aliens, somewhat in the spirit of the original Macross.
  M.D.  Geist (1986; Central Park Media).  Angry super-soldier vs.
  doomsday weapon.
  Megazone 23 (1985; Image Ent.).  The first of the mecha-
  conspiracy anime sagas, it featured an A.I. idol singer,
  transformable motorcycles, and a plot twist later echoed in
  both Dark City and RahXephon.
  Metal Fighter Miku (1994; Media Blasters).  Teenage female
  wrestling with powered suits.
  Mighty Space Miners (1994; ADV Films).  Asteroid miners cope
  with a disaster; fairly realistic.
  Chapter 04:�A�Guide�to�Mecha�Anime
  68
  68
  corporations, US-Japanese power plays, reincarnation,
  dance, and enigmatic aliens.
  Geo-Armor (1993; ADV Films).  Alternate history WWII with
  invading aliens, secret organizations, and retro-flavored
  giant robots. Alternate title: Kishin Corps.
  Mobile Fighter G Gundam (1994; Bandai Ent).  Giant robots fight
  gladiatorial bouts in this not-so-serious hybrid of the giant
  robot and super-powered martial arts (Dragonball Z, etc.)
  genres.
  Geneshaft (2001; Bandai Ent.).  In a future society “perfected” by
  genetic engineering, the crew of a space battleship and
  super-mecha struggle against enigmatic alien constructs
  and conspiracies.
  Genesis Climber Mospeada (1983; ADV Films).  Soldier with
  transforming mecha-bike joins guerrillas in the fight to
  liberate Earth from alien hives.  Mospeada was one of three
  series used to create Robotech.
  Genocyber (1993; Central Park Media).  Psionic sisters in conflict;
  includes a psi-powered battlesuit.
  Getter Robo (1974; ADV Films).  Classic saga of ultra-powered
  transformable robots in apocalyptic action; many sequels;
  only the latest versions (1998; 2000) are available in
  translation.
  Ghost in the Shell: Stand Alone Complex (2002; Bandai Ent.).  An
  exploration of police work in a transhumanist society;
  includes the Fuchikoma robot-suits that were largely
  omitted from the movie.
  Gigantor (1963; The Right Stuff).  Boy remotely controls giant
  robot  — the original mecha series!
  Giant Robo (1992; Manga Ent.).  Retro-styled saga of a boy, a team
  of super-agents, and a big robot.
  Great Dangaioh (2001; Viz).  Remake of Dangaioh; more
  combining-robot action.
  Gunbuster (1988; Manga Ent.).  Girls train to pilot super-robots to
  defend Earth; starts out light-hearted, but evolves into a
  poignant drama.
  Gundam 0080: War in the Pocket (1989; Bandai Ent.).  A war seen
  from the viewpoint of a child; one of the better Gundams.
  Gundam 0083: Stardust Memory (1991; Bandai Ent.).  A Gundam
  techno-thriller featuring a stolen super-weapon and much
  giant robot combat.
  Gundam TV and Gundam Movies I-III (1978-1979; Bandai Ent.).
  The “One Year War” depicted here is the archetypal giant
  robot war story; its characters and themes would be
  imitated in countless anime.  
  Gundam Wing (1995; Bandai Ent.).  Pretty-boy terrorists with
  super-powered mecha massacre opposing armies in the
  name of freedom.
  Gundam Wing: Endless Waltz (1997; Banda Ent).”After the war”
  sequel to Gundam Wing.
  Gundress (1999; Media Blasters).  All-female task force fights
  crime.
  Gunsmith Cats — Bulletproof (1995; ADV Films).  Bounty hunter
  Rally Vincent battles crime in Chicago.
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Chapter 04:�A�Guide�to�Mecha�Anime
  69
  Riding Bean (1989; AnimEigo).  Invincible driver Bean Bandit
  matches wits and wheels with cops and kidnappers; a
  companion to the later Gunsmith Cats.
  Robot Carnival (1987; Streamline).  Anthology of shorts, including
  a battle between steam-powered robots.
  Robotech (1985; ADV Films).  Compilation and redub of Macross,
  Southern Cross, and Mospeada; for many North American
  viewers, the first show to bring the “Japanese” into Japanese
  animation.
  Sailor Victory (Media Blasters).  Girl vigilantes pilot giant robots.
  Comedy.
  Sakura Wars (1997; ADV Films).  In an alternate history 1920s-era
  steampunk Japan, a team of girls pilot psychic-powered
  robots to battle invading demons while moonlighting as a
  theatrical troupe.  
  Silent Service, The (1995; Central Park Media).  Rogue commander
  steals a Japanese supersub in the name of world peace, and
  is pursued by the US  Navy.  A Tom Clancy-esque modern-
  day thriller.
  Shonan Bakusozuko (1986; AnimEigo).  Teenage biker gangs get
  into trouble.
  Sol Bianca (1990; ADV Films).  Gang of female space pirates in a
  super-powered starship have adventures.
  Sol Bianca: The Legacy (1998, Pioneer).  Remake of Sol Bianca.
  Southern Cross (1984; ADV Films).  A militaristic colony world
  fights off invading aliens, but the aliens capture and
  brainwash some of their pilots, leading to complications.
  One of the shows redubbed to create Robotech.
  Space Battleship Yamato Movie (1995; Voyager). The first of five
  feature films in the Yamato series. See also Starblazers.
  Space Pirate Mito (1998, Media Blasters).  Galactic patrol comedy.
  Has a vending machine mecha.
  Speed Racer (1966; Speed Racer Enterprises).  Speed Racer, his
  friends, and his Mach-5 super-car fight bad guys.  An early
  anime classic.
  Starblazers (1974; Voyager).  The first “serious” Japanese space
  opera (originally Space Battleship Yamato) to be dubbed into
  English and see TV release.  The story of a WWII battleship
  that is converted into a starship, the Argo (Yamato), whose
  heroic crew (and fighter squadrons) have only a year to save
  Earth from deadly radiation.
  Starship Girl Yamamoto Yohko (1995; Right Stuff).  Anime homage
  to The Last Starfighter as a girl who’s a genius at video games
  is recruited by time travelers to serve as a fighter pilot for
  corporate war games.  
  Super Atragon (1995; ADV Films).  Undersea kingdom vs.  retro-
  styled Japanese super-sub.
  Tenchi Muyo! (1992; Pioneer).  Earth boy discovers he’s the heir to
  an interstellar dynasty; space adventure ensues.  Tenchi
  Muyo! also features a cute furry cat-rabbit that can
  transform into a space battleship.
  Those Who Hunt Elves (1996; ADV Films).  Three adventurers and
  their tank are trapped in a medieval fantasy world, where
  they must embark on a bizarre quest.
  Nadesico: Prince of Darkness (1998; ADV Films).  More serious
  movie sequel to Nadesico series.
  Nadia (1990; ADV Films).  Jules Verne-inspired adventure in the
  19th century, as kids Nadia and Jeanne meet Captain
  Nemo, fight various villains, and encounter numerous
  retro-styled mecha.
  Neon Genesis Evangelion (1995; ADV Films).  “Eva” blended giant
  robots, teenage angst, occult and religious imagery and
  techno conspiracy into a mostly successful whole.  Its
  runaway success inspired numerous other “mecha-
  conspiracy” series like Gasaraki and RahXephon.
  Neoranga (1998; AD Vision).  Three sisters in Japan are somehow
  connected to a rampaging giant mecha-monster from a
  south-sea island.
  New Dominion Tank Police (1993; Manga Ent.).  A remake of
  Dominion, emphasizing action over  comedy.
  Odin (1985; NuTech Ent.).  Adventures of the crew of a space-
  going sailing ship.
  Orguss TV (1983; US Renditions).  Mecha pilot is sucked into
  another parallel dimension, where he becomes pivotal in an
  ongoing conflict.  One of the earliest “dimensional
  castaway” shows.
  Orguss 02 (1993; Manga Ent.) Ancient robot weapons  are
  discovered by the governments of a 1920s-era alternate
  world and trigger a war; a well-written drama, only vaguely
  related to Orguss TV.
  Outlaw Star (1997, Bandai Ent.).  The crew of grappler ship Outlaw
  Star tackle odd jobs as they seek a mysterious treasure; a fun
  science-fantasy series with plenty of space battles.
  Patlabor Mobile Police TV (1989; Central Park Media).  An episodic
  mecha-cop show with an emphasis on the tribulations of the
  misfit officers as they deal with bureaucrats and budget cuts.
  Patlabor Mobile Police: The New Files (1989; Central Park Media).
  More mecha police adventures.
  Patlabor Movie 1 (1990; Manga Ent.).  The Patrol Labor cops
  uncover a plot that threatens Tokyo.
  Patlabor Movie 2 (1993; Manga Ent.).  A conspiracy plunges Japan
  into crisis; a highly political thriller.
  Pilot Candidate (1999; Bandai Ent.  Ent).  Five teens train to pilot
  their robot weapons.
  Plastic Little (1994; ADV Films).  Curvaceous captain of a hyper-
  sub fights a military dictator.
  Porco Rosso (1992; Disney).  Flying boat adventure in the 1930s, as
  the Crimson Pig battles air pirates.  A Miyazaki movie.
  Power Dolls (1995; ADV Films).  Female military outfit performs a
  series of missions in a future war.
  Project A-ko (1986; Central Park Media).  Classic anime parody in
  which super-powered high school girl A-ko battles rich-girl
  mecha inventor B-Ko over their friend C-ko; then alien
  invaders arrive....
  Queen Emeraldas (1998; ADV).  Female space pirate battles forces
  of tyranny; part of the Harlock series.
  RahXephon (2002; ADV Films).  Mecha conspiracy with elements
  of Evangelion and Megazone 23.
  69
  Alexzander Knight's
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  With Mecha d20
  
  Chapter 04:�Quick�Reference�Tables
  70
  70
  Transformers (1985; various).  Living transformable mecha battle
  one another in this US-Japanese co-production.  Many
  variations — the latest version is Transformers: Robots in
  Disguise (Fox Kids, 2002).
  Vandread (2001; Pioneer).  War of the sexes, with mecha.
  Venus Wars (1989; Central Park Media). Teenage cyclist is
  recruited to fight in a future war.
  Virgin Fleet (1991; Central Park Media).  Female aircraft carrier
  pilots in 1930s alternate-history Japan.
  You’re Under Arrest (1994; AnimEigo).  Two female cops patrol
  Tokyo with suped-up cycle and mini-car.
  Voices of a Distant Star (2000; ADV Films).  A mecha pilot tries to
  maintain a long distance email relationship with her
  boyfriend back home, despite the trials of relativity.
  Zeta Gundam (1985; Bandai Ent.) Continuation of the Gundam
  saga: more politics, war, and teenage angst
  Zoids (1999; Pioneer).  Pokémon with robots instead of critters.
  Zone of the Enders: Dolores (2001; ADV Films).  A space trucker and
  his family find a sentient giant robot
  Zone of the Enders: Idolo (2001; ADV Films).  Giant robots are built
  for the Mars uprising.
  Mecha�Design
  Quick�Reference�Tables
  The following charts show the mecha point costs of various
  systems and Defects.
  Size�Class
  Example Modifier Dimensions
  Empty�Weight
  Fine
  Micro-machine
  +8
  up to 1” (3 cm)
  up to1/2 lb.
  Diminutive
  Small toy
  +4
  1-6” (3-15 cm)
  1/4 to 10 lbs.
  Tiny
  RC toy
  +2
  6”-1’ (15-30 cm)
  5 to 50 lbs.
  Small
  Police RC robot
  +1
  1-4’ (.3-1.2 m)
  25 to 250 lbs.
  Medium
  Motorcycle
  +0
  4-8’ (1.2-2.5 m)
  100 to 1 ton
  Large
  Small car
  -1
  8-16’ (2.5-5 m)
  1/2 to 4 tons
  Huge
  Luxury car
  -2
  16-32’ (5-10 m)
  2 to 40 tons
  Gargantuan
  Heavy tank
  -4
  32-64’ (10-20 m)
  10 to 400 tons
  Colossal
  Jumbo jet
  -8
  64’+ (20 m+)
  50 or more tons
  •• SIZE AND WEIGHT CHART ••
  Feature
  Mecha�Point�Cost
  Hit Points
  2 per point over base HP*
  Operators
  10 per person
  Passengers
  4 per person**
  Cargo
  10 per ton; 1 per 100 kg or 200 lbs.***
  Armour  
  5 per +1 Armour
  Defence 1-4
  5 per +1 defence
  Defence 5+
  defence x defence
  Strength
  3 per +1 Str (suit); 3 per point of
  Strength over Str 10 (giant robot)
  *
  Base HP are 0 if medium or smaller, 10 if large, 20 if huge,
  40 if gargantuan, 100 if colossal size.
  **
  If colossal and 25+ passengers, cost decreases: 26-50
  passengers cost 100 points, 51-100 passengers are 150
  points, 101-200 cost 200 points, 201-400 cost 250 points,
  etc., at +50 points per doubling of capacity.
  *** If colossal and 10+ tons cargo, cost is less: 10-20 tons cost
  100 points, 21-40 tons cost 150 points, 41-80 tons cost 200
  points, 81-160 tons cost 250 points, etc., at +50 points per
  doubling of capacity.
  •• HIT POINTS, ARMOUR, AND DEFENCES ••
  Sizes
  Giant�Robot
  Suit�bonus
  Fine
  Str 1
  Str +0
  Diminutive
  Str 1-3
  Str +0
  Tiny
  Str 1-10
  Str +0
  Small
  Str 5-15
  Str +0 to +5
  Medium
  Str 10-25
  Str +0 to +15
  Large 
  Str 15-35
  Str +5 to +25
  Huge
  Str 20-50
  Str +10 to +40
  Gargantuan
  Str 30-75
  Str +20 to +65
  Colossal
  Str 40-100
  Str +30 to +90
  •• MECHA STRENGTH RANGE CHART ••
  •• ADVANCED A4 BATTLE SUIT ••
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Chapter 04:�Quick�Reference�Tables
  71
  71
  Design�feature
  Mecha�Point�Cost
  Mecha suit
  2 x speed multiplier (2/3, 1, 1.5, 2, 3) x
  Armour*
  Burrowing
  1 if fine, 2 if diminutive, 3 if tiny, 5 if
  small, 10 if medium, 20 if large, 30 if
  huge, 40 if gargantuan, 50 if colossal per
  2 mph (3 kph)
  Land Speed 
  1 per 10 mph (16 kph) x Armour*
  Water Speed
  1 per 5 mph (8 kph) x Armour*; x 2 cost
  for underwater speed. 
  Dive depth
  1 per [10’ (3 m) x Armour] depth
  Flight ceiling
  10 +1 per 1,000’ (300 m) altitude
  Air Speed
  1 per 10 mph (16 kph) x Armour*
  Realistic Space Flight (G thrust) x G-rounds x 0.1 x Armour*
  Dramatic Space Flight (1 + G thrust) x Armour x 10*
  Manoeuvre
  5 per +1 to base**
  Initiative
  5 per +1 to base**
  FTL
  20 x FTL multiplier x Armour*
  * 
  treat Armour of 0-4 as 5
  ** 
  Base is +8 fine, +4 diminutive, +2 tiny, +1 small, 0 if
  medium, -1 if large, -2 if huge, -4 if gargantuan, -8 colossal
  •• SPEED AND MOBILITY ••
  Ability
  Mecha�Point�Cost
  Accessories
  1 per accessory
  Booster
  1 per 20 mph (30 kph) x Armour*
  Booster (space)
  As per realistic space flight, page xx.
  Chobham Armour
  +1 per point of Armour
  Climate Control
  1 if medium or smaller, 2 if large, 3 if huge, 4 if
  gargantuan, 5 if colossal
  Communications
  2 for tactical or long range radio, 3 if laser or
  microwave, 10 if telepath
  Communication Options
  +1 if scanner, +2 if secure; +5 if interplanetary,
  +50 if interstellar, +70 if galactic
  Countermeasures
  2 if RWR or LWR; 10 if ESS
  Electromagnetic Armour
  +2 per point of Armour 
  •• SPECIAL ABILITIES REFERENCE CHART ••
  Ability
  Mecha�Point�Cost
  ECM, radio jammer
  2 per +1 DC (max +9)
  ECM, defensive jammer
  3 per +1 to Defence (max +9)
  ECM, radar jammer 
  3 per +1 DC (max +9)
  Ejection Seat
  3 per seat
  Environmental
  See Climate Control, NBC Filter, Life Support
  Explosive Reactive Armour 8
  Extra Arms
  Mecha’s Str÷2, rounded up, per arm
  Firing Ports
  1 per port
  Hangar
  Biggest mecha that fits 1 if fine, 3 if diminutive,
  5 if tiny, 10 if small, 15 (medium), 20 (large),
  25 (huge), 30 (gargantuan), 50 (colossal)
  Headlights
  1 for headlight, 2 for searchlight
  Infrared
  5 per mile (or 3 per km) of range; x2 if global
  Jumping
  jump multiplier x.25 (round up) if tiny or
  smaller, x.5 (round up) if small, x1 if medium
  size, 2 if large, 3 if huge, 4 if gargantuan, or 5 if
  colossal
  Laser Designator
  2 per 1,000’ (300 m) range increment
  Launch Catapult 
  Biggest mecha it launches 1 (small or smaller),
  2 (medium), 4 (large), 8 (huge), 
  16 (gargantuan), 32 (colossal)
  Life Support
  4 if medium or smaller, 8 if large, 12 if huge, 
  16 if gargantuan, 20 if colossal
  Magnetic Sensor
  10 per mile (6 per km)
  Meta-Scanner
  8 per mile (or 5 per km) of range; x2 if global
  Navigation Aids
  1 if basic, 2 if INS or GPS
  NBC Filter
  2 if medium or smaller, 4 if large, 6 if huge, 8 if
  gargantuan, 10 if colossal
  Optics
  1.5 per mile (1 per km); x2 cost if low-light; x2
  cost if global
  Parachute
  1 if tiny or smaller, 2 if small, 3 if medium, 4 if
  large, 5 if huge, 6 if gargantuan, 10 if colossal;
  x2 if re-entry shield
  Radar
  3 per mile (or 2 per km) of range; x2 if global
  Reflective Coating
  2 per +1 laser def. (max. +10)
  Rooms
  1 for kitchen (3 occupants) or conference room,
  5 for lab, sick bay, or workshop (5 occupants)
  Remote Control
  5 if basic, 10 if advanced
  Seismic Sensor
  10 per mile (6 per km)
  Sensors
  See individual entries for infrared, magnetic,
  meta-scanner, optics, radar, seismic, sonar
  Shield
  Def x Def (to max +5 Defence for 25 points)
  Sonar Sensors
  3 per mile (or 2 per km) of range; x2 if global
  Stabilisation Gear
  10
  Stealth
  1 (tiny or smaller), 2 (small), 3 (medium), 4
  (large), 5 (huge), 6 (gargantuan), 10 (colossal)
  per +1 DC
  Targeting Bonus
  5 per +1 (to a maximum +5)
  Wall-Crawling
  2 per point of Armour *
  * 
  treat Armour of 0-4 as 5.
  •• SPECIAL ABILITIES (...CONTINUED) ••
  Mph to Feet
  Multiply mph by 8.8 to get speed in feet/round.
  Mph to Yards
  Multiply mph by 2.93 to get speed in yards/round.
  Mph to Squares (5’)
  Multiply mph by 1.76 to get squares/round.
  Mph to Squares (50’)
  Multiply mph by 0.176 to get speed in 50’ “chase
  squares” per round.
  Kph to Metres
  Multiply kph by 1.67 to get speed in metres/round.
  Kph to Squares (1.5m) Multiply kph by 1.1 to get speed in 1.5 m (5’)
  squares/round.
  Kph to Squares (15m) Multiply kph by 0.11 to get speed in 15 m (50’)
  “chase squares” per round.
  •• COMBAT MOVE CONVERSIONS ••
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Chapter 04:�Quick�Reference�Tables
  72
  72
  Ability
  Mecha�Point�Cost
  A.I., limited
  Sum of Dex + Wis + Cha times 5
  A.I., full
  Sum of Dex + Int + Wis + Cha times 5
  Invisibility
  10 fine, 25 diminutive, 50 tiny, 100 small, 
  150 if medium, 200 if large, 250 if huge, 
  300 if gargantuan or 500 if colossal
  Force Field
  3 per Hit Point (2 per HP if limited duration
  or protection; 1 per HP if both)
  Merging
  Special; see Merging, page 34
  Mind-Interface
  10
  Regeneration
  1 per Hit Point possessed
  Self-Repair
  1 per 5 Hit Points possessed
  Spell-Like Ability
  Spell Level x Spell Level x Spell Level x
  Number of times usable per day
  Summonable
  1 if fine, 5 if diminutive, 10 if tiny, 15 if small,
  30 if medium, 45 if large, 60 if huge, 75 if
  gargantuan, or 90 if colossal mecha
  Summonable options
  +15 points if fast summon, -15 points if
  requires summoning object
  Super Equipment
  See page 34
  Transformation
  1/5 cost of each extra form
  * if one-way transformation; 1/10 cost of each
  extra form
  •• EXOTIC ABILITIES REFERENCE CHART ••
  Defect
  Mecha�Point�Cost
  [Direction]-Optimised Armour -1 per point of Armour (-2 if Explosive Reactive)
  Flammable 
  -1 per point of Armour 
  Glider
  -1 per 5 mph (8 kph) of air speed
  Hangar Queen
  -10
  High Ground Pressure
  -1 per 10 mph/16 kph of land speed
  Hovercraft
  -5; flying mecha only
  Naked Operator
  -5 (1 person); -10 (all crew)
  No Hands
  -1 per point of Strength
  Noisy/Very Noisy
  -5 if noisy, -10 if very noisy
  One Hand
  -1 per 2 points of Strength
  Open
  -2 per point of Armour 
  Poor Visibility
  -5
  Reduced Endurance
  -5 (a few months), -10 (several days), 
  -15 (a few days), -20 (several hours), 
  -25 (a few hours), -30 (several minutes)
  Restricted Path
  -1 (fine), -3 (diminutive), -5 (tiny), -10 (small),
  -15 (medium), -20 (large), -25 (huge), -30
  (gargantuan), -50 (colossal), x 2 if short path
  Road Vehicle*
  -1 per 10 mph (16 kph) of land speed.
  Service Crew
  -2 if one crew member; -2 per extra x2 crew.
  Stall Speed
  -1 per 10 mph (16 kph) stall speed x Armour*
  Start-Up Time
  -2 (1 min), -4 (10 min), -8 (1 hr), -16 (4 hr)
  Volatile
  -1 per 5 Hit Points the mecha has
  Weak Point
  -1 per point of Armour
  Windows
  -1 per point of Armour
  Wind-Powered**
  -1 if large or smaller, -2 if huge, -3 if gargantuan, 
  -5 if colossal
  * 
  Treat Armour 0-4 as Armour 5
  * * Vehicle only
  •• DEFECTS REFERENCE CHART ••
  Die�Type
  Cost
  d2
  3
  d3
  4
  d4
  5
  d6
  7
  d8
  9
  d10
  11
  d12
  13
  d20
  21
  Smoke
  Modifier +10
  Flare
  (Modifier + 10) x2
  Hot Smoke
  (Modifier + 10) x2
  Riot Gas
  (Modifier +10) x2
  Tangle
  (Modifier +10) x2
  Nerve Gas
  (Modifier +10) x3
  •• Weapon Damage Cost Chart ••
  Dice type
  d2
  d3 d4
  d6
  d8
  d10 d12
  d20
  Special
  Increment (feet) 10’
  15’ 20’ 30’ 40’
  50’
  60’
  100’
  50’
  Increment (m) 3m 5m 7m 9m 12m 15m 20m 30m
  10m
  •• DAMAGE DIE TYPES AND RANGES ••
  Qualities�List
  *Armour-Penetrating
  *Automatic
  Blast
  *Burning (2)
  Concealed
  Cone (3)
  *Emanation (2)
  *EMP
  Extra Ammo
  Flexible
  [Guided] Missile (2)
  Hardpoint or Hand-Held
  *Increased Threat
  Indirect Fire (2)
  Invisible
  Long Range
  Muscle-Powered
  Semiautomatic
  Silent
  Stream (2)
  Stun
  Trap
  Unlimited Shots (4)
  Volley
  Restrictions�List
  Crew-Served
  Dropped
  Exposed
  [Fixed] Arc of Fire
  Less Ammo
  *Low Penetration
  Melee (2)
  Only In [Environment]
  Short Range
  Slow-Firing
  Space-Optimised
  Static
  Thrown (2)
  Unreliable
  * Not usable with special
  damage
  (2), (3) means it counts as
  that many qualities or
  restrictions
  •• WEAPON QUALITIES AND RESTRICTIONS ••
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Mecha�Creation�Sheet
  73
  73
  Mecha�Name:
  Mecha�Type:�
  Class:
  Size:
  Length/Height:
  Weight:
  Hit�Points:�
  Armour:�
  Defence:
  Occupants:�
  Cargo:�
  Strength:
  Land�Speed:�
  Burrowing�Speed:
  Water�Speed:
  Dive�Depth:
  Air�Speed:
  Ceiling:
  Space�Speed:�
  q Realistic�Space�Flight
  Thrust:
  G-Rounds:
  Delta-V:
  q Dramatic�Space�Flight
  Thrust:
  q Space�Sails
  Thrust:
  q Faster-Than-Light
  Speed:
  Handling:�
  Special�Abilities:�
  Exotic�Abilities:
  Defects:�
  Required�Skills/Feats:
  Cost:
  •• MECHA STATISTICS ••
  Weapon�Name:
  Damage:�
  Critical:�
  Type:
  Range�Increment:
  Rate�of�Fire:
  Magazine:�
  Size:
  Cost:
  Notes:�
  •• MECHA WEAPONS ••
  Weapon�Name:
  Damage:�
  Critical:�
  Type:
  Range�Increment:
  Rate�of�Fire:
  Magazine:�
  Size:
  Cost:
  Notes:�
  •• MECHA WEAPONS ••
  Weapon�Name:
  Damage:�
  Critical:�
  Type:
  Range�Increment:
  Rate�of�Fire:
  Magazine:�
  Size:
  Cost:
  Notes:�
  •• MECHA WEAPONS ••
  Weapon�Name:
  Damage:�
  Critical:�
  Type:
  Range�Increment:
  Rate�of�Fire:
  Magazine:�
  Size:
  Cost:
  Notes:�
  •• MECHA WEAPONS ••
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Chapter 04:�Index
  74
  74
  3-Masted Barque
  44
  45-Degree Turn
  54
  A.I.
  31
  Abstract Scale
  51
  Accessories
  24
  Action, Movement and
  51
  Actions, Attack
  60
  Actions, Free
  60
  Actions, Full-Round
  60
  Actions, Move
  60
  Advanced Remote Control
  29
  Agility, Giant Robot
  53
  Air Speed. Ceiling and
  20
  Air, Disabled in the
  64
  Aircraft
  14
  Alternate Weapons
  39
  Altitude Loss, Veer and Depth/
  58
  Anime, A Guide to Mecha
  67
  Appendix
  66
  Arc of Fire, Fixed
  46
  Armour, Step 5: Choose
  16
  Armour-Penetrating
  40
  Armour Proficiency (Mecha Suit)
  9
  Armour, Chobham
  24
  Armoured Fighting Vehicles
  14
  Artificial Intelligence
  31
  Attack Action, Full
  60
  Attack Action, Optional
  53
  Attack Actions
  60
  Attack Options
  60
  Aura of Command
  7
  Avoid Hazard Stunt
  56
  Basic Concepts
  49
  Basic Navigation
  28
  Basic Remote Control
  29
  Battle Plan
  8
  BESM d20 Attribute
  31
  BESM d20, Mecha Points in
  47
  Booster
  24
  Bootlegger Stunt
  56
  Buildings, Wrecking
  65
  Burrowing Speed
  19
  Capsize, Roll, fall or
  58
  Cargo
  16
  Cargo, Step 4: Choose Occupants and
  15
  Ceiling and Air Speed
  20
  Chapter 1: Introduction
  5
  Chapter 2: Mecha Design
  12
  Chapter 3: Mecha Combat
  48
  Character Level, Mecha Points and
  47
  Character Scale
  50
  Characters in Mecha
  50
  Characters, Mecha
  6
  Chase Scale
  51
  Checklist, Design
  14
  Chobham Armour
  24
  Choose Armour, Step 5:
  16
  Choose Defects, Step 12:
  34
  Choose Defence, Step 6 (Optional):
  16
  Choose Exotic Abilities, Step 11:
  31
  Choose Handling, Step 9:
  22
  Choose Hit Points, Step 3:
  15
  Choose Mecha Type, Step 1:
  14
  Choose Occupants and Cargo, Step 4:
  15
  Choose Size, Step 2:
  14
  Choose Special Abilities, Step 10:
  24
  Choose Speed, Step 8:
  18
  Choose Strength, Step 7:
  18
  Classes, Mecha d20 System
  5
  Climate Control
  25
  Climbing and Diving
  54
  Collision Damage to Mecha Occupants 58
  Collisions and Ramming
  57
  Collisions, resolving
  57
  Combat Actions, Mecha
  60
  Combat, Chapter 3: Mecha
  48
  Commander
  50
  Commander, Mecha
  7
  Communications
  24
  Concealment vs. Sensors
  61
  Concealment, Cover and
  61
  Concept
  14
  Conference Room
  29
  Control, Losing
  58
  Countermeasures
  25
  Cover and Concealment
  61
  Crew Quality
  50
  Crew-Served
  44
  Damage
  37
  Damage to Mecha Occupants, Collision 58
  Damage Types and Mecha
  64
  Damage, Major Systems
  61
  Damage, Mecha Suits and
  64
  Damaging Mecha
  61
  Declaring Speed
  53
  Defects, Step 12: Choose
  34
  Defence
  16
  Defence, Step 6 (Optional): Choose
  16
  Defence, Total
  60
  Defensive Jammer
  25
  Defensively, Manoeuvre
  60
  Delta-V
  21
  Depth/Altitude Loss, Veer and
  58
  Design Checklist
  14
  Design Weapons, Step 13:
  37
  Design, Chapter 2: Mecha
  12
  Destroying Mecha
  64
  Different Gunners
  39
  (Direction)-Optimised Armour
  35
  Disabled in Space
  64
  Disabled in the Air
  64
  Disabled in the Water
  64
  Disabled Mecha
  64
  Disabled on the Ground
  64
  Diving, Climbing and
  54
  Dramatic Space Flight
  21
  Drive
  9
  Dropped
  46
  ECM
  25
  EES
  25
  Ejection Seat
  25
  Electromagnetic Armour
  25
  Electronic Counter-Measures
  25
  Electronic Emission Sensor
  25
  Electronic Warfare
  10
  Emission Homing
  42
  EMP
  42
  Engine Hit
  61
  Environmental Systems
  25
  Equipment Operator or Lookout
  50
  Equivalence, Mecha Point
  47
  ERA
  28
  Exotic Abilities, Step 11: Choose
  31
  Explosive Reactive Armour
  28
  Exposed
  46
  Extra Ammo
  42
  Extra Arms
  28
  F-16 Fighting Falcon
  17
  Facing and Firing Arcs
  51
  Fall, or Capsize, Roll
  58
  Feats and Mecha
  9
  Fighting from Mecha
  60
  Fires
  64
  Firing Arcs, Facing and
  51
  Firing Ports
  28
  Fixed Arc of Fire
  46
  Flammable
  35
  Flare
  38
  Flexible
  42
  Flight, Space
  20
  Force Field
  31
  Free Actions
  60
  FTL Drive
  21
  Full Attack Action
  60
  Full-Round Actions
  60
  Getting Started
  50
  Giant Robot
  14
  Giant Robot Agility
  53
  Giant Robot Dodge
  9
  Giant Robot Fighting
  9
  Giant Robots, Powered Suits and
  5
  Giant Robots?, Why
  65
  Glider
  35
  Global Positioning System
  28
  Gold Pieces, Mecha Points as
  47
  GPS
  28
  Ground, Disabled on the
  64
  G-Rounds
  21
  Guide to Mecha Anime, A
  67
  (Guided) Missile
  42
  Gunner and Loaders
  50
  Gunners, Different
  39
  Hand-Held Weapons
  39
  Handheld, Hardpoint or
  43
  Handle Recruits
  8
  Handling, Step 9: Choose
  22
  Hangar
  28
  Hangar Queen
  35
  Hard Brake Stunt
  56
  Hard Turn Stunt
  56
  Hardpoint or Handheld
  43
  Hazard Stunt, Avoid
  56
  Headlights or Searchlights
  28
  Heightened Awareness
  7
  Hide and Seek
  60
  High Ground Pressure
  35
  High Resolution Radar
  30
  Hit Point Transference
  61
  Hit Points, Step 3: Choose
  15
  Homestead Space Station
  62
  Hot Smoke
  38
  Hover Craft
  35
  Hull Down Vehicles
  61
  Increased Threat
  43
  Indirect Fire
  43
  Inertial Guided
  42
  Inertial Navigation System
  28
  Infrared
  29
  Infrared Homing
  42
  Initiative
  23
  Initiative
  51
  INS
  28
  Interplanetary
  24
  Interstellar
  24
  Interstellar Credits, Mecha Points as
  47
  Introduction, Chapter 1:
  5
  Invisibility
  31
  Invisible
  43
  JMGH-01 Ghost Stealth Mecha
  59
  Jump Stunt
  56
  Jumping
  28
  Kitchen
  29
  KR-03f Stealth Combat Suit
  41
  Land Speed
  18
  Laser Com
  24
  Laser Designator
  28
  Laser Warning Receiver
  25
  Laser-Guided
  42
  Launch Catapult
  28
  Less Ammo
  46
  Life Support
  28
  Loaders, Gunners and
  50
  Long Range
  43
  Long Range Radio
  24
  Lookout, Equipment Operator or
  50
  Losing Control
  58
  Low Penetration
  46
  LWR
  25
  Magazine
  38
  Magnetic
  30
  Major Systems Damage
  61
  Manoeuvre Defensively
  60
  Manoeuvres, Simple
  54
  Maximum Loads
  16
  Mecha
  5
  Mecha Anime, A Guide to
  67
  BESM�d20�Shield
  BESM d20 players should use the following version of Shield.
  A shield is a Hand-Held barrier that mecha can interpose to
  absorb damage from attacks. A mecha requires at least one arm in
  order to use a shield; if the mecha only has one arm, it can’t use a
  Hand-Held weapon and a shield at the same time. 
  A mecha operator must make a successful Block Defence (see
  Block Defence in BESM d20). If successful, the shield’s Armour rating
  provides protection from the attack.
  Mecha� Point� Cost:� Cost is 3 per 1 point of Armour.
  This additional Armour does not factor into the costs of other
  abilities (such as land speed, Wall-Crawling, etc.)
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Chapter 04:�Index
  75
  Mecha Characters
  6
  Mecha Combat Actions
  60
  Mecha Combat, Chapter 3:
  48
  Mecha Commander
  7
  Mecha Damaging
  61
  Mecha Design Sheet
  73 
  Mecha Design, Chapter 2:
  12
  Mecha Movement Activities, Other
  60
  Mecha Occupants, Collision Damage
  58
  (Mecha) Operation
  10
  Mecha Pilot
  6
  Mecha Point Cost
  38
  Mecha Point Equivalence
  47
  Mecha Points
  12
  Mecha Sizes
  51
  Mecha Speed and Modifiers
  53
  Mecha Suit, If in a
  51
  Mecha Suits and Damage
  64
  Mecha Type, Step 1: Choose
  14
  Mecha Weapon Proficiency
  10
  Mecha, Characters in
  50
  Mecha, Damage Types and
  64
  Mecha, Destroying
  64
  Mecha, Disabled
  64
  Mecha, Feats and
  9
  Mecha, Fighting from
  60
  Mecha, Moving the
  53
  Mecha, Repairing
  64
  Mecha, Skills and
  8
  Mechamorphosis
  10
  Melee
  46
  Merging
  33
  Meta-Scanner
  30
  Microwave Com
  24
  Mind-Interface System
  33
  Modifiers, Mecha Speed and
  53
  Monsters
  14
  Move Actions
  60
  Movement
  53
  Movement Activities, Other Mecha
  60
  Movement and Action
  51
  Moving the Mecha
  53
  Multiple Weapons on a Mecha
  39
  Muscle-Powered
  43
  MW-31a Sentinel
  55
  Naked Operator
  35
  Navigation Aids
  28
  Navigation, Basic
  28
  NBC Filter
  25
  Nerve Gas
  38
  No Hand, One Hand/
  35
  Noisy or Very Noisy
  35
  Nuclear-Biological-Chemical Filter
  25
  Occupants
  15
  Occupants and Cargo, Step 4: Choose
  15
  Occupants, Collision Damage to Mecha 58
  One Hand/No Hand
  35
  Only in
  46
  Open
  35
  Operator-Guided
  42
  Operators
  50
  Optics
  30
  Options, Attack
  60
  Options for Pilots
  51
  Organic Mecha
  14
  Organisational Ties
  7
  Other Mecha Movement Activities
  60
  Parachute or Re-entry Shield
  29
  Passengers
  50
  Personal Firearms Proficiency
  10
  Pilot
  50
  Pilot, Mecha
  6
  Piloted Giant Robot
  14
  Pilots, Options for
  51
  Points, Mecha
  12
  Poor Visibility
  36
  Powered Armour
  14
  Powered Suits and Giant Robots
  5
  Propulsion Hit
  61
  Purchase DC, Mecha Points and
  47
  Qualities and Restrictions
  39
  Qualities, Weapon
  39
  Quality, Crew
  50
  Quick Reference Tables
  70
  Radar
  30
  Radar Homing
  42
  Radar Jammer
  25
  Radar Warning Receiver
  25
  Radar, High Resolution
  30
  Radio Jammer
  25
  Radio, Long Range
  24
  Radio, Tactical
  24
  Ram
  54
  Ramming, Collisions and
  57
  Range Increment
  38
  Rate of Fire
  38
  Realistic Space Flight
  20
  Reduced Endurance
  36
  Re-entry Shield, Parachute or
  29
  Reference Tables, Quick
  70
  Reflective Coating
  29
  Regeneration, Self-Repair or
  33
  Remote Control
  29
  Remote Control, Advanced
  29
  Remote Control, Basic
  29
  Repairing Mecha
  64
  Resolving Collisions
  57
  Restricted Path
  36
  Restrictions, Qualities and
  39
  Restrictions, Weapon
  44
  Riot Gas
  38
  Road Vehicle
  36
  Robots, Powered Suits and Giant
  5
  Roll, Fall, or Capsize
  58
  Rooms
  29
  Running
  53
  Running Big Battles
  49
  RWR
  25
  Saint Crispin’s Day
  8
  Satellite Guided
  42
  Scale
  50
  Scale, Abstract
  51
  Scale, Character
  50
  Scale, Chase
  51
  Scanner
  25
  Science Lab
  29
  Searchlights, Headlights or
  28
  Secure
  25
  Seek, Hide and
  60
  Seismic
  30
  Self-Repair or Regeneration
  33
  Semi-Active Radar Homing
  42
  Semiautomatic
  43
  Sensors
  29
  Sensors, Concealment vs.
  61
  Service Crew
  36
  Shelby Cobra
  18
  Shield
  30
  Short Range
  46
  Sick Bay
  29
  Sideslip
  54
  Sideswipe Stunt
  57
  Silent
  43
  Simple Manoeuvres
  54
  Situational Awareness, Surprise and
  51
  Size and Weight Chart
  15
  Size, Step 2: Choose
  14
  Sizes, Mecha
  51
  Skills and Mecha
  8
  Slow-Firing
  46
  Smoke
  38
  Sonar
  30
  Sonar Homing
  42
  Space Flight
  20
  Space Sails
  21
  Space, Disabled in
  64
  Space, Spotting in
  51
  Space-Optimised
  46
  Spaceship
  14
  Special Abilities, Step 10: Choose
  24
  Special Attacks
  38
  Speed
  53
  Speed and Modifiers, Mecha
  53
  Speed per Round
  53
  Speed, Burrowing
  19
  Speed, Ceiling and Air
  20
  Speed, Declaring
  53
  Speed, Land
  18
  Speed, Step 8: Choose
  18
  Speed, Water (and Underwater)
  19
  Spell-like Ability
  33
  Spin or Tailspin
  58
  Spot Checks
  51
  Spotting in Space
  51
  Spotting Underwater
  51
  Stabilisation Gear
  30
  Stall Speed
  36
  Stalling
  57
  Starting Mecha Points
  12
  Start-Up Time
  36
  Static
  46
  Stealth
  30
  Steam Dragoon Folkor
  26
  Step 1: Choose Mecha Type
  14
  Step 2: Choose Size
  14
  Step 3: Choose Hit Points
  15
  Step 4: Choose Occupants and Cargo
  15
  Step 5: Choose Armour 
  16
  Step 6 (Optional): Choose Defence
  16
  Step 7: Choose Strength
  18
  Step 8: Choose Speed
  18
  Step 9: Choose Handling
  22
  Step 10: Choose Special Abilities
  24
  Step 11: Choose Exotic Abilities
  31
  Step 12: Choose Defects
  34
  Step 13: Design Weapons
  37
  Stream
  43
  Strength, Step 7: Choose
  18
  Stun
  43
  Stunt, Avoid Hazard
  56
  Stunt, Bootlegger
  56
  Stunt, Hard Break
  56
  Stunt, Hard Turn
  56
  Stunt, Jump
  56
  Stunt, Sideswipe
  57
  Stunts
  56
  Suit
  14
  Suits and Damage, Mecha
  64
  Suits and Giant Robots, Powered
  5
  Summonable
  34
  Super-car
  14
  Super-Equipment
  34
  Surprise and Situational Awareness
  51
  Systems Damage, Major
  61
  T-72 Main Battle Tank
  22
  Tactical Advice
  8
  Tactical Radio
  24
  Tailspin, Spin or
  58
  Tangle
  38
  Targeting Bonus
  31
  Targeting Mecha
  60
  Threat, Increased
  43
  Thrown
  46
  Thrust
  20
  Total Defence
  60
  Transference, Hit Point
  61
  Transforming Mecha
  14
  Transformation
  34
  Transition
  53
  Trap
  44
  Undersea Explorer
  52
  Underwater) Speed, Water (and
  19
  Underwater, Spotting
  51
  Unlimited Shots
  44
  Unreliable
  47
  US Dollars, Mecha Points as
  47
  Veer and Depth/Altitude Loss
  58
  Vehicle
  14
  Vehicle Dodge
  10
  Vehicle, If in a
  51
  Vehicles, Hull Down
  61
  Very Noisy, Noisy or
  35
  Volatile
  36
  Volley
  44
  Wall-Crawling
  31
  Water (and Underwater) Speed
  19
  Water. Disabled in the
  64
  Watercraft
  14
  Weak Point
  37
  Weapon Qualities
  39
  Weapon Restrictions
  44
  Weapons, Alternate
  39
  Weapons, Hand-Held
  39
  Weapons, Step 13: Design
  37
  Weight Chart, Size and
  15
  What is a Mecha?
  12
  Why Giant Robots?
  65
  Windows
  37
  Wind-Powered
  37
  Workshop
  29
  Wrecking Buildings
  65
  XBD-2 Azrael
  32
  75
  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
  Open�Game�License
  76
  76
  You agree not to indicate compatibility or co-adaptability with any Trademark or
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
  System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors
  Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary
  Gygax and Dave Arneson.  
  Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.;
  Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by
  Johnathon Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce
  R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Silver Age Sentinels d20, Copyright 2002, Guardians Of Order, Inc.; Authors
  Stephen Kenson, Mark C. MacKinnon, Jeff Mackintosh, Jesse Scoble
  BESM d20 Copyright 2003, Guardians Of Order, Inc.; Author Mark C.
  MacKinnon
  d20 Mecha Copyright 2003, Guardians Of Order, Inc.; Author David L. Pulver
  d20 Mecha Open Content/Product Identity
  Designation of Product Identity: The following is designated as Product Identity,
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  Alexzander Knight's
  Custom Besm
  With Mecha d20
  
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