BESM HOUSE RULES
This page will likely never be finished. But it’s an attempt to compile a list of the general house rules and amendments made to BESM 3rd edition.
Divide Energy Points by five. Your Energy Point total equals (Soul+Mind). Each level of Extra Energy contributes 1 Energy Point. Divide all Energy Point costs by five, except as noted below:
1 Energy Point confers a +1 to any roll, and must be spent before the roll is made. The one exception to this is Defense rolls. On a Defense roll, Energy Points can be spent retroactively, raising the value. Furthermore, each Energy Point spent on Defense adds a value of +2. This skews the game in favor of defense, but makes fight more kung-fu like and dramatic rather than slogs to carve away HP. For purpose of Stunts (see below), count the ‘success’ or ‘failure’ of an action before applying retroactive Energy Points. So, an attack that forces the opponent to spend EP to defend is still a ‘successful’ attack.
The Deplete Restriction for instant Attributes is worth -2 Character Points per Energy Point cost of activation. So, for example, a power that costs 4 Energy Points is cheaper by 8 CP. For costs over time, simply divide the listed cost in the book by five.
Aura of Inspiration, rather than keeping track of game time, returns 2 Energy Points when used, and can be used once per session for each Level of the Attribute.
Stunts are simply descriptions of actions, to encourage narration in combat and during other important rolls. A stunt confers a bonus of 1 to 3 to the roll, according to the following guidelines:
+1 is awarded for a description that seems logical and/or cool or otherwise interesting.
+2 is awarded for a description that is very cool, very funny, very in-character or otherwise a little extra. This level is typically also awarded for stunts that incorporate the environment, or that rely on cooperation with another character – a so called “joint stunt”.
+3 is awarded for the best stunts. You’ll know them when you see them.
Besides the numerical bonus, stunts worth 2 or 3 points also return Energy Points if the action succeeds – 1 point for the +2 level, and 2 points for the +3 level.
Botches and Criticals
A roll of double sixes is always a critical success. A roll of double ones is always a botch. This doesn’t necessarily always have an effect, but it’s encouraged for the GM and the players together to think up some suitable effect – cosmetically if nothing else.
Typical critical success effects include succeeding at the task faster, or particularly elegantly, or with an unexpected perk. Typical botch effects include stumbling, embarrassing yourself, inconveniencing someone else nearby, or suffering a -1 to -3 penalty to your next action.
You can still fail on a critical, and you can still succeed on a botch. Failing on a critical usually simply means you fail; succeeding on a botch means that you succeed, but with some drawback (cosmetically if nothing else).
On a critical success on an attack roll, you deal double damage, just as if you had beaten the opponents’ Defense by 12 or more.