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BloodOnWhitePetals
Crew

PostPosted: Fri Jun 23, 2006 8:35 pm


How To Create a D20 BESM Character


Ok, I'm going to try to give some insight into BESM character creation. It's not unlike creating a character for any other RPG, but it is a bit more complicated. First, we'll assume you have the D20 BESM book (run to the Downloads thread in the main forum to get it). Starting on page 8 or so the book begins describing the creation process, so I'll follow that.

I also have a few example BESM characters posted at the end of this process that you can check out.
Vin - The Hot Rod character I created here.
Jun - An Adventurer I use in a medieval campaign.

Step 1: GM Discussion

Since you're making a character for an online RPG, this step gets broken up. First, its usually a good idea to let the Game Master know what kind of character you are thinking of. Later, after you've finished, you'll submit the character for review, and the GM will let you know if anything needs to be fixed, completing this step.

On to step 2..  
PostPosted: Fri Jun 23, 2006 8:44 pm


Step 2: Character Outline

This is not really a step, just where you get an idea of a character you want. I am thinking about a Hot Rodder character who will basically be Vin Diesel, complete with a GTO. mrgreen

So he'll be a human, which makes things pretty simple. He will be strong and smart, basically a tough guy who learned his racing skills in the streets. I usually name my characters last, even it says it's part of this step.

Like I said, this is basically a planning step, but it could get quite involved for a more complicated character idea.

On to step 3..

BloodOnWhitePetals
Crew


BloodOnWhitePetals
Crew

PostPosted: Fri Jun 23, 2006 8:56 pm


Step 3: Ability Scores

OK, this is where we spend some points on our stats. I am going to be building a 40 character point example here, basically 1st level. Ability scores can be rolled, but this is kind of pointless, since you have to pay for them anyways. Stats cost 1 CP for 2 points.

So I look at the class I have chosen, Hot Rod, and see that it mentions INT and DEX as important skills. I also want him to be strong, since he is Vin freakin' Diesel after all.

Here are Vin's stats:
STR: 12
DEX: 16
CON: 12
INT: 14
WIS: 8
CHA: 10

Total = 72 / 2 = 36 CP

Remember, this is just 1st level Vin, so he's not his full badass self yet. These stats cost me 36 CP.. leaving me only 4 CP for the rest of my character, so he's going to need some defects to get more points for his car and attributes. I might go back and raise/lower some stats later in the process. Try to keep in mind, a normal human has 8-10 in every ability, so a 16 means you are amazing in that ability, 18 is the upper limit of known human capability, and 12-15 means you are better than most.

On to step 4...
PostPosted: Fri Jun 23, 2006 9:07 pm


Step 4: Select a Race

Your race may or may not cost CP, depending on what you choose. Being a human is free, being a gnome costs 5 CP, and being a Half-Orc actually gives you 5 CP. You should check with your GM to make sure your race is acceptable. It is also pretty easy to create races using table 4-1, just by mixing and matching the listed traits and maybe adding in some attributes then determining the race's cost and subtracting 6.

Vin is going to be a human, so he gets normal base movement, +1 feat at 1st level, +4 skill points at 1st level, +1 skill points at later levels, and also has any favored class. Being a Human is free.

On to step 5...

BloodOnWhitePetals
Crew


BloodOnWhitePetals
Crew

PostPosted: Fri Jun 23, 2006 9:15 pm


Step 5: Select a Class

The BESM classes work just like regular D20 classes. I already have mine chosen, since Vin is going to be a Hot Rodder. Being a 1st level character gives him a feat and max skill ranks of 4 for class skill and 2 for cross-class. His only other class benefits ( from Table 5-8 ) are a +2 base Reflex Save and Personal Gear 1 for his car. We'll get to those later.

He also gets a d8 + his con mod (+1) for Hit Points. In my games I usually give the first hit die at max, so Vin would have 9 hit points.

It would also be good to note his class skills from the class page for later use.

On to step 6...
PostPosted: Fri Jun 23, 2006 10:33 pm


Step 6: Assign Attributes

Now I'll need some attributes for my character. There are a lot, and they are all pretty cool. Attributes are the magical difference between D20 BESM and other D20 games. Attributes can range from a Robot's missles, furry cat ears, magic, weapons... pretty much anything you can think of an anime character having. The scope and possibilities of combining and choosing Attributes are endless, and can be formed to fit just about anything.

I'm just making a 1st level Hod Rot, so I'm not going to give him Super-human Abilities or laser eyes. Vin is just Street Racer for now. I want Vin to be good at fist-fighting, so I'm going to get Attack Combat Mastery for 3 CP, leaving 1 CP for now. I'm going to spend that on Highly Skilled, since he's going to need the extra skill points for driving skills cool I also want to write up some of his personal gear, kind of a shopping list for later.

So far Vin has:
My Character

Name: "Vin" for now
Class: Hot Rod
Level: 1 (40 CP)
Race: Human
Occupation: not yet
Age: 23
Gender: Male
Height: 5'11"
Weight: 215 lbs

STR: 12 +1
DEX: 16 +3
CON: 12 +1
INT: 14 +2
WIS: 8 -1
CHA: 10 +0

Health Points: 9 (From Class)
Energy Points: ? (We'll get to this later)
Base Attack: +1 (From ACM Attribute)
Armor Class: +3 (this is your DEX modifier)
Initiative: +3 (This too) cool

Saves:
Fort: +1 (CON modifier)
Reflex: +5 (Dex modifier and +2 from class)
Will: -1 (WIS modifier)

Attributes:
Attack Combat Mastery: 1
Highly Skilled: 1
Personal Gear: 1 (major item: car, 4 minor items: small gun, other stuff) (From Class, we get to equipment later.)


Now on to step 7... for a moment...

BloodOnWhitePetals
Crew


BloodOnWhitePetals
Crew

PostPosted: Fri Jun 23, 2006 11:31 pm


Step 7: Skills

These are just the regular old D20 skills. You should give some of them a good read if you are going to use them right mrgreen

As a Hot Rod I get (4 + INT mod) x4 skill points at first level. Plus four more for being human. I also get 4 more from being Highly Skilled. This gives Vin a total of (4+2)4+4+4=32 skill points.

My class also determines my "class skills". These skills only cost 1 point per rank. Other skills cost 2 points. Combat skills cost 3 times as much, so 3 points each rank if they are class skills and 6 per rank for cross class combat skills. Don't get Skill Points mixed up with Character Points. wink

Vin's class skills are marked with *
I usually only bother listing skills I have ranks in.

My Character
Skills: (mod) Ranks
Bluff (cha)* 2
Diplomacy (cha) 1
Disable Device (int)* 1
Drive (int or dex)* 4
Gamble (wis)* 1
Knowledge: Area (int)* 1
Knowledge: Mechanics (int)* 2
Knowledge: Police Sciences (int)* 1
Knowledge: Streetwise (int) 1
Navigate (int)* 1
Pilot (int or dex)* 1
Profession: Street Racer (wis) 1
Repair (int)* 2
Ride (dex)*
Seduction (cha)* 1
Sense Motive (wis)* 1
Spot (wis)* 2
Swim (str) 1
Tumble (dex) 2

Gun Combat* 1
Melee Attack* 1
Unarmed Attack* 0
Unarmed Defense* 1
PostPosted: Fri Jun 23, 2006 11:40 pm


Step 8: Select Feats

Again, these are just the normal D20 feats, they are lot like attributes, and you can buy them for 2 CP. Vin gets 2 for free though, one from his level, one from being human. I don't have any CP right now, so I won't be buying any extra Feats. Many feats have some sort of requirement you have to meet before you can take them.

Some of the D20 feats have been replaced or banned in BESM, there is a list on page 82.

I want Vin to be better in combat, so I'm going to take Combat Martial Arts and make his punches better. Good thing I took Attack Combat Mastery, giving him a Base Attack of +1, so Vin qualifies. Vin wants to be able to get to his fast if he needs to, so I am also going to take Improved Initiative, giving him a +4 to initiative rolls.

On to step 9...

BloodOnWhitePetals
Crew


BloodOnWhitePetals
Crew

PostPosted: Sat Jun 24, 2006 12:00 am


Step 9: Select Defects

Defects are another magical BESM addition. These are the little quirks and oddities all good anime characters have. There is a pretty wide range here too, and just about anything is possible. They also give you Bonus Character Points, so you can make your advantages a little better.

I'm not going overboard with Vin, so I'll start with Famous for 1 Bonus Point. He is the host of a semi-famous underground extreme racing show, and is often recognized by extreme sports fans.

Vin is a Girl Magnet, and has a few (2 Bonus Points worth) racing girls who have fallen for him.

He also has a 1 Bonus Pount Nemesis, the infamous "Racer P"... dramallama

I'll also give him 2 Bonus Points in Skeleton In the Closet, since he did beat some guy to death with a wrench that one time.

Now I have 6 more Bonus Points to go back and spend on Attributes!!

NOW! Back to step 5...
PostPosted: Sat Jun 24, 2006 12:09 am


Step 5 Again: Select More Attributes/Spend BP

Now I have 6 more Bonus Points to go back and spend on Attributes!!

I want to have plenty of Equipment, so I'm going to spend 2 more CP in Personal Gear, giving Vin 2 major items and 8 minor items of equipment.

I am going to change things up a bit with Vin, since he is now an anime character. I think I'll spend my last 4 points in Unknown Superhuman Power. This will allow the GM to spend 8 character points in some Attributes that Vin will discover in-game. This will probably help the GM out later, and allow Vin to be a little more useful to the plot.

These BP could also be used to raise stats or buy Feats.

Now we can go on to Step 10...

BloodOnWhitePetals
Crew


BloodOnWhitePetals
Crew

PostPosted: Sat Jun 24, 2006 12:32 am


Step 10: Determined Values

Most of this is straight D20 rules. The combat system for BESM usually uses the Defense Roll, so you do not add 10 to your AC.

Your Energy Points are described here. Vin gets (1d2-1) per level, giving him a whopping 1 (the minimum) Energy Point.

So I'll just skip to
Step 11: Equipment

Now you equip your character with whatever Gear, Items or other stuff you got from Attributes, plus any mundane gear.

Vin has 2 Major Items and 8 Minor Items.

His first major item is his car, many minor items will be upgrades to it.

My Character
Vin's Base GTO: Speed 200, MB -, Size 2, People 4 (5 cramped), Cargo 400lbs, Armor 4, HP 50


I'm going to spend minor items adding Airfoils (+1 MB), Hidden Cargo Space, Engine Rebuild (+20 mph), Improved Brakes, Street Stripped (+20 mph), and a Supercharger (+20 mph, +2 init). This counts as 7 minor items.

My Character
Vin's NEW GTO: Speed 260, MB +1, Size 2, People 4 (5 cramped), Cargo 400lbs (40lbs Hidden), Armor 4, HP 50, +2 on Drive checks for stop/turn, +2 Init


Vin's other Major Item is going to be his Beretta. It's a Machine Pistol (auto-fire, concealable, spreading, innacurrate, limited shots (6), short range) that does 1d8 damage per hit.

For Vin's final Minor Item he will have a Leather Jacket (+1 AC).
PostPosted: Sat Jun 24, 2006 12:45 am


Now Vin just needs a backstory and he's all set for a modern campaign.
For better character ideas and a wider use of the Attributes, check the Character Sheet threads. There are plenty of cool ideas there.

My Character

Name: "Vin" for now
Class: Hot Rod
Level: 1 (40 CP)
Race: Human
Occupation: Street Racer, Host
Age: 23
Gender: Male
Height: 5'11"
Weight: 215 lbs

STR: 12 +1
DEX: 16 +3
CON: 12 +1
INT: 14 +2
WIS: 8 -1
CHA: 10 +0

Health Points: 9
Energy Points: 1
Base Attack: +1
Armor Class: +4
Initiative: +7

Saves:
Fort: +1 (CON modifier)
Reflex: +5 (Dex modifier and +2 from class)
Will: -1 (WIS modifier)

Weapons:
Unarmed Attack: 1d4+1 (muscle powered, melee)
Beretta: 1d8 (auto-fire, concealable, spreading, innacurrate, limited shots (6), short range)

Attributes:
Attack Combat Mastery: 1
Highly Skilled: 1
Personal Gear: 2 (Vin's GTO, Beretta, Airfoils, Hidden Cargo Space, Engine Rebuild, Improved Brakes, Street Stripped, Supercharger, Leather Jacket)
Unknown Superhuman Power: 4

Feats:
Combat Martial Arts
Improved Initiative

Defects:
Famous: 1
Girl Magnet: 2
Nemesis: 1
Skeleton in the Closet: 2

Skills: (mod) Ranks
Bluff (cha)* 2
Diplomacy (cha) 1
Disable Device (int)* 1
Drive (int or dex)* 4
Gamble (wis)* 1
Knowledge: Area (int)* 1
Knowledge: Mechanics (int)* 2
Knowledge: Police Sciences (int)* 1
Knowledge: Streetwise (int) 1
Navigate (int)* 1
Pilot (int or dex)* 2
Profession: Street Racer (wis) 1
Repair (int)* 2
Ride (dex)*
Seduction (cha)* 1
Sense Motive (wis)* 1
Spot (wis)* 3
Swim (str) 1
Tumble (dex) 2

Gun Combat* 2
Melee Attack* 1
Unarmed Attack* 0
Unarmed Defense* 1

Vin's GTO:
Speed 260, MB +1, Size 2, People 4 (5 cramped), Cargo 400lbs (40lbs Hidden), Armor 4, HP 50, +2 on Drive checks for stop/turn, +2 Init

Description: Vin is large and bald. He is covered in tattoos. He dresses in white tank tops, black jeans and his leather jacket, which bears his show's logo. Vin is the host of a semi-popular extreme racing show.

BloodOnWhitePetals
Crew


BloodOnWhitePetals
Crew

PostPosted: Sat Jun 24, 2006 12:48 am


Now you can ask for clarification of anything here, or ask any BESM character creation questions 3nodding

Here is another example character, I use this one in AI-chan's BESM campaign, which is set in a medieval Japan type world. She is a 40 character point, 1st level Adventurer. Heavy on Special Attributes and Background, but with a good skill set and melee combat skills. This is a better example of an Anime inspired character.
My Other Character
Name: Junpaku Hana (a.k.a. Jun)
Class: Adventurer
Race: Human
Occupation: Runaway
Age: 15
Gender: Female
Height: 4'6"
Weight: 89 lbs

Stats:
Str: 8 -1
Dex: 14 +2
Con: 8 -1
Int: 16 +3
Wis: 9 -1
Cha: 15 +2

Health Points: 3
Energy Points: 21
Base Attack: +1
Armor Class: +3
Initiative: +2

Saves:
Fort: -1
Reflex: +2
Will: -1

Weapon:
Unarmed Strike: 1d4 + str

Attributes:
Attack Combat Mastery: 1 (+1 BA)
Art of Distraction (conversation): 1
Defense Combat Mastery: 1 (+1 AC)
Energy Bonus (hyper-active): 1
Highly Skilled (highly-trained): 2
Magic (ki powers): 4
Special Attack (focus strike): 1 (2d8 damage) (accurate +4, melee)
Special Attack (stunning strike): 1 (2d8 damage)
(incapacitating(stunned Will DC 12+1/2 damage), limited shots(6 attacks), melee, no damage, static)

Magical Attributes:
Force Field: 3 (stops 30 damage) cost: 3 energy
Illusion: 2 (sight & sound) cost: 3 energy
Invisibility: 1 (normal sight) cost: 2 energy
Jumping: 4 (+80 to jump) cost: 2 energy
Healing: 2 (20 points restored) cost: 4 energy
Super Strength: 2 (+16 STR) cost: 2 energy
Thrown Weapon (Ki Energy Blasts): 3 (3d8 damage) cost: 6 energy
(soul attack, drop shields, limited shots (3 attacks), short range, static)
Water Speed: 1 (10 mph) cost: 1 energy

Defects:
Ageism (too young)
Easily Distracted (shiny objects)
Unique Character Defect (naive)
Unique Character Defect (hyper-active)

Feats:
Combat Martial Arts
Dodge

Skills: Ranks Specialty
Balance 2 (tightrope)
Bluff 1 (fast-talk)
Climb 1 (natural surfaces)
Controlled Breathing 1 (hold breath)
Diplomacy 1 (etiquette)
Escape Artist 1 (grappling)
Jump 2 (high)
Listen 1 (Eavesdropping)
Seduction 1 (male)
Spot 1 (Movement)
Swimming 2 (free diving)
Seduction 2 (Males)
Tumble 3 (roll)
Thrown Weapons 2 (energy blasts) Total Attack: +2
Unarmed Attack 1 (strikes) Total Attack: +1
Unarmed Defense 2 (throws)

Background:
When Junpaku was just a baby some monks noticed her odd hair and eye color, and decided the she was the reincarnation of a powerful monk who was destined to return to them. They convinced her father to let them take her to their monastery and train her. She wasn't, unknown to the monks, but she did turn out to be an amazing student at first. She showed much more ability for manifesting Ki energy than actual martial arts, as her mental prowess far outweighed her physical. At first the monks thought she may be one of the best they had ever trained, but her short attention span, bad attitude, and hyper-activity began to annoy the monks badly as she reached her teen years. They often found her diving in the nearby river when she should have been studying. She would also constantly use her cuteness and oratory skill to try to get the younger monks and students to break their many vows or perform favors for her, usually resulting in trouble for them. You see, she hated the monks, and their simple lifestyle, and had no love for the rigorous training they expected of her. She longed for adventures like she had read about.

Once day, after a nasty argument with an elder monk, she decided she had had enough. By using her Ki powers, she fled the monastery by night, then traveled down the river until she reached a town. She has been using her skills to find creative ways to get food, and living basically in the streets, unless she happened to fool someone into letting her stay, which has never lasted long.

Defects:
She does not fear much, but growing up in a monastery had left her with no knowledge of the outside world or real people, and her naivety constantly causes her problems. She also is extremely hyper-active, she is constantly doing stretches, back-flips, and other martial arts maneuvers for no reason, and has no attention span when it comes to things that are not related to Ki, quickly changing subjects in conversations, losing her train of thought and quickly expending any limited resource. She has never owned anything before, but loves jewelry, and dreams of having some of her own, in fact, any shiny object is liable to attract her attention, especially at inopportune moments. Her lack of focus on the real-world also affects her physical endurance. This, with her small size has always caused her problems when applying physical strength to anything outside of her training.

Ki Powers:
Her combat abilities include training in unarmed strikes, including a secondary style called stunning strike, and unarmed defense using throws and misdirection. Her Ki Powers include a protective armor she can will into existence, illusions of sight and sound (such as ventriloquism, animal impersonations, false people or scenery), the power to blend into her surrounding if she holds still, extremely long jumps, healing of damage, increasing her physical strength in combat, thrown balls of Ki energy and extremely fast speed in water. She uses her Ki powers by focusing her inner energies as she learned in training; this is about the only thing she can actually focus on for long.

Description:
She has white hair and milky-gray eyes. Her only possessions are a white party dress and a blue paper fan she got from a wealthy admirer. She burned her robes from the monastery.

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PostPosted: Sat Jun 24, 2006 11:22 am


since i really cant decide, i think i want a mix of tech genius and martial artist, if thats allowed, but i dont have any idea how this would be done(i cant download anything rit now)

help please Blood?

Gloshuan Ithilgalad


BloodOnWhitePetals
Crew

PostPosted: Sat Jun 24, 2006 6:56 pm


Gloshuan Ithilgalad
since i really cant decide, i think i want a mix of tech genius and martial artist, if thats allowed, but i dont have any idea how this would be done(i cant download anything rit now)

help please Blood?
There are a couple ways to go about this. Since this is D20 BESM, and you are probably human, you can cross-class freely. Start your character as either a Techy or Martial Artist and add the other class when you reach 2nd level. There are also 2 other options. The first of these is to take the Adventurer class at first level and create a character with some of the strengths of the other classes, then add levels of the individual classes as you advance. The other option is to take the Martial Artist class and I will allow you to swap class abilities for points, which you can then spend in Techy abilities. Let me know which one sounds good and I can help you make the character here 3nodding
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