New Attributes and Defects

This page contains attributes and defects that are suitable for inclusion in any Big Eyes, Small Mouth and Tri-Stat games. They can also be found within the various BESM adaptations at this site, along with attributes and defects that are setting-specific. Contributions to this page is welcomed, and full credit will be given to contributors. Submit your new atrributes and defects to Steve Miller here. Please mention "BESM" in the header, as I otherwise might accidentially delete your contribution. (I get waaaay too much junkmail!)
 

Attributes

Eidetic Memory (Contributed by Dan Grendell)
Cost: 1 point/Level
Relevant Stat: Mind
Type: Universal

Eidetic Memory, sometimes known as photographic memory, is an ability possessed by few that allows the retention of an accurate, detailed visual image of a complex scene or pattern. Characters with Eidetic Memory can recall the exact wording of the entire page of a book years after it was read, or memorize a map after a glance. Note that this Attribute does not help the character understand what was memorized any better; it simply allows him or her to recite or reproduce it exactly.
Depending on the Level of Eidetic Memory taken, the time required to memorize something permanently varies.

Level 1: The character can memorize something after a minute of study.

Level 2: The character can memorize something after only a few seconds of study.
 

Quick Change
Cost: 1 point/level
Relevant Stat: Soul
Type: Paranormal

This ability allows the character to transform his or her clothing into a different outfit within moments. At low levels, the attribute can only transform mundane clothing (such as allowing Kaede the Ninja to change her black Ninja costume into a harmless-looking skirt-and-blouse ensemble), but at higher levels the character can transform heavier and more exotic outfits into mundane clothes and visa versa. At low levels, this ability must also be powered by external, loose matter (such as sawdust, leaves, dirt, or even cloth).

The character can use this attribute to create any outfits imaginable. The GM may wish to impose additional penalties for attempting to create the elaborate ceremonial dress of the Ice Princeses of Pluto, or make the check easier if the character is changing into a sexy swimsuit.

Regardless of how many levels the character has in this Attribute, the transformation of clothing always produces some visible, magical side-effect that engulfs the character while the clothing is changing appearance. The player decides what this effect looks like--it can be a tiny whirlwind that surrounds the character, waves of light, strange wisps of mist... whatever the player can imagine. Using the Quick Change ability takes a full round.

Level 1: Can transform normal clothing into a different set of normal clothes. The transformation requires additional matter to be consumed, and this matter is consumed when the effect takes place.

Level 2: Can transform normal clothing into a different set of normal clothes. No additional matter is required to facilitate the transformation.

Level 3: Can transform normal clothing into an outfit that function as 2 points of Armor, or visa versa.

Level 4: Can transform normal clothing into into an outfit that functions as 2 points of Armor, or visa versa. Can transform mundane clothing into different mundane clothes worn by one other character by touch. (These transformations must be two seperate actions; the character with the attribute cannot both transform her clothes and the other person's clothes in the same round. The character with the Attribute decides how the other character will be dressed.)

Level 5: Can transform normal clothing into an outfit that functions as 2 points of Hidden Armor, or visa versa. Can transform mundane clothing into different mundane clothes worn by one other character by touch. (These transformations must be two seperate actions; the character with the attribute cannot both transform her clothes and the other person's clothes in the same round. The character with the Attribute decides how the other character will be dressed.)

Level 6: Can transform normal clothing into an outfit that functions as 2 points of Hidden Armor, or visa versa. Can transform mundane clothing into different mundane clothes worn by one other character by touch. (These transformations can take place in the same round, with both sets of clothes changing simultaniously. The character with the Attribute decides how the other character will be dressed.)
 

Stop Time/Freeze Time (Contributed by Shae Cassiopia)
Cost: 1 point/level if one character can move when time is frozen, 2 points/level to allow up to six characters to move while time is frozen.
Relevant Stat: Soul
Type: Paranormal, Technological

This attribute allows a character to stop the passage of time, except for specifically designated individuals. The range of the attribute is a radius of 25+Soul Attribute meters from the character possessing it. The affect moves as the character moves.

The attribute can be combined with weapon attack. - if so enemy stops for the amount of time that the level of the attack permits (see below). If it is a level 6 attack then the enemy is frozen/stopped until the effect is somehow reversed.

Level 1: Can stop time for a few seconds.

Level 2: Can stop time for a few minutes.

Level 3: Can stop time for 1/2 an hour.

Level 4: Can stop time for an hour.

Level 5: Can stop time for 1/2 a day.

Level 6: Can stop time for a day, plus a number hours equal to 2d6.
 

Defects

Friggin' Nuts (Contributed by Jed Blue)
The character believes she possesses a power which does not actually exist in the setting: for example, Dynamic Sorcery in most settings, or Telepathy in a realistic school-days setting. Character behaves as if they have this power, which may get them into trouble when it doesn't show up as expected. However, they will always have an excuse or explanation as to why it didn't work this time, and will explain complete coincidences as evidence of their "power."

1 BP: Character believes they possess a weak version of their power; for example, Dynamic Sorcery Level 2.

2 BP: Character believes they possess a strong version of their power; for example, Dynamic Sorcery Level 4 or higher.

Grouch
The character is generally impatient and rude toward others.

1 BP: The character gains a +1 penalty to all checks that involve personal interaction.

2 BP: The character gains a +4 penalty to all checks that involve personal interaction. However, the character gains a +1 bonus to Intimidation (Physical) skill checks.

Heavy Sleeper
The character with this defect not only “needs her beauty sleep,” but it’s quite possibly their favorite activity of the day. The character has a heck of a time waking up and is invariably late for work or morning meetings—or at the very least must rush to make them on time. The character can be shaken awake by another character, but even the loudest of alarm clocks go noticed and the character most often just keeps on snoozing.

1 BP: If relying on alarms and other mechanical means to be awakened, the character must roll a Body check with a +3 penalty. If the check fails, he or she oversleeps by 10-60 (1d6x10) minutes. If some environmental circumstance occurs that might awaken the character during the middle of his or her sleep period, a Body check with a +4 penalty is required; the character also suffers a +2 penalty to all rolls for the first six rounds after waking.

2 BP: If relying on alarms and other mechanical means to be awakened, the character must roll a Body check with a +4 penalty. If the check fails, he or she oversleeps by 20-120 (2d6x10) minutes. If some environmental circumstance occurs that might awaken the character during the middle of his or her sleep period, a Body check with a +5 penalty is required; the character also suffers a +3 penalty to all rolls for the first six rounds after waking.

© 1992, 2002 Kosuke Fujishima

Poor
While the BESM game tends to abstract all issues of money, there are certain settings and storylines where it is important.

1 BP: The character has large occasional expenses that drain all cash reserves (such as college tuition, or high loan payments) and must work hard to ensure meager meals and keep a home.

2 BP: The character is without any financial means and is rarely able to scrape together enough money to eat properly. He or she has to rely on whatever shelter he or she can find.

Shy
The character feels awkward and inept in social situations and must roll Soul stat checks when forced to face crowds and social situations. (The GM should only call for rolls during crucial interactions, such as when the character is being brought face-to-face with a handsome member of the opposite sex, or if he or she is suddenly forced onto a stage before an expectant crowd, just to mention a couple of examples. And even in these cases, the GM should only consider calling for a roll if he or she feels the player isn’t presenting the Shy defect properly while roleplaying.)

If the character with the Shy defect fails the Soul stat check at the beginning of an encounter, the level of the defect determines the penalty applied as follows:

1 BP: The character suffers a +1 penalty to all Stat and Skill checks for the duration of the encounter.

2 BP: The character suffers a +3 penalty to all Stat and Skill checks for the duration of the encounter.


To the BESM Main PageTo the Message Boards

Tri-Stat is a trademark of Guardians of Order. Used Without Permission.
Page created by Steve Miller, July 3, 2005. Revised September 29, 2006