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x-Bagel-x

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PostPosted: Tue Nov 22, 2005 8:36 pm


Weapons

Prices:
Per 1D Wood 5GP
Per 1D Metal 15GP
Gemmed/stones +1000GP plus price of gems
Masterwork +1000GP
Exotic Materials +50&#xGP;
Material Bonus +20GP per bonus point
Crude -50&#xGP;

Weapon Categories
Mundane 0D - 4D
Minor 5D - 14D
Major 15D - 25D
Major x2 26D +
Exotic materials, masterwork, and energy based , spike/blade additions increase weapon by one category

Swords
Wooden Sword -5D, non-lethal, 10 D if two handed
Short Sword- 10D
Long sword (Katana. Tai Chi)- 10D, 15D if 2-handed
Machetes (Chinese)- 15D
Scimitar (Saber, cutlass)- 15D
Rapiers (Fencing swords)- 15D, armor penetrating x1
Broad Sword (Hand and a half sword, b*****d sword)- 25D
Two-Handed Sword- 30D, requires two hands
Zanbattou (cavalry cutters)- 40D Requires two hands +2 pen.

Knives
Pocket Knife-2D,
Strait Razor- 5D, slashing only
Combat Knife-5D,
Hunting Knife-7D
Bucher Knife (cleaver)-10D
Punching Dagger- thrust 10D armor piercing x1, slashing 7D
Claws- 10 D , can be retractable
Dagger-5D
Sai-5D

Axes
Hatchet-5D
Wood axe-10D requires Two hands
Sickle- 7D
Tomahawk- 5D
Pick Axe-10D, armor piercing x1
Battle Axe-10D
Double Sided axe-15D
Battle Scythe -20D, requires two hands
Two handed Axe-30D, requires two hands +1 pen.

Pole Arms
Bo (quarter staff)-5D, non-lethal 7D if metal
Spear-10D
Javelin- 10D,
Naginata-10D, may be swung or thrust
Pike-15D, requires two hands
Halberd-20D, requires two hands

Maces, Fails, and Hammers
Mace (ball and chain)-15D +5D for each additional ball
Mace (ball and handle)-15D,
Flail-20D
War flail -25D, requires two hands
Hammer-10D
Great Mace- 25D two hands only
War Hammer-25D, requires two hands
Great Warhammer-30D, requires two hands +2 pen.

Whips and Chains
(All are flexible)
Short Whip-10D, melee non-lethal short
Whip-15D, non-lethal
Chain -10D, short
Kunai on Chain -15D short
Grappling Hook-10D
Whip Sword -10D, melee 15D if used as sword
Whip dagger-5D melee 5D if used as dagger
Mono-filament wire- 15D armor penetrating x2 (melee only)

Archery
Short Bow-5D, short range
Long Bow-10D, long range
Light Crossbow-10D, short range
Crossbow-15D, armor penetrating x1 mid range
Heavy Crossbow-20D, armor penetrating x1 mid range, slow

Throwing Weapons
Dagger-5D
Star-2D
Chakrams-10D, returns
Boomerang-10D, non lethal, returns
Bladed Boomerang-15D, returns
Glaive (blade 2 throwing weapon)- 15D, returns
Giant Boomerang-30D, returns +2 pen.
Bladed Giant Boomerang- 45D, returns +4 pen.

Firearms
Light Semi Auto Pistol -7D
Heavy Semi Auto Pistol - 10D, armor penetrating x1
Submachine gun-10D auto-fire, inaccurate
Revolver-15D, armor penetrating x1, 6 shot
Rifle-15D, armor penetrating x1, 6 shot per reload long range
Assault Rilfe-15D Armor Pen. x1, auto-fire, long range
Sniper Rifle- 20D Accurate x2, slow, 1 shot per reloads, long range armor pen x1
Shotgun - 5D per pellet, auto fire. 20D for slug , inaccurate spreading with shot, short range, one shot per reload.
Double Barrel Shotgun - 15D auto fire limit 2 , 2 shot per reload , inaccurate + spreading if shot
Musket-20D, slow
Hand cannon- 30D, requires two hands, armor pen x2, slow

Miscellaneous
Nunchaku -5D wood 7D metal, non-lethal
BB Gun- 1D
Brass Knuckles - 5D
Chainsaw - 15D
Flamethrower - 10D, burning
Power drill - 10D Armor pen. x1
Cutting Torch - 15D armor pen x1 burning
Electric Stun Gun - 5D stun armor pen x1
Dart Gun - 1D low pen. (slow burning , stun, incapacitate)
Spray gun - 5D toxic (slow burn, stun, incapacitate)
Tonfa - 10D wood 15D metal, non-lethal unless bladed
Battle Fan - 5D wooden 10D metal
Blowgun - 2D, concealable, quite, non-lethal
Sling - rock 2D, bullet 5D, concealable, quiet, non-lethal
Club(2x4, baseball bat, large branch) -15D
Battle Yoyo- 2D wood 5D metal non lethal

Improvised Weapons
- 2D per pound wood 5D per pound glass or similar 7D per pound metal +5D for sharp edges/spikes. All improvised weapons give a +2 penalty , unless appropriate skill is taken.



Explosive/Trap
Rocket Launcher- 30D 10ft radius (can be homing -treat as Masterwork)
Grenade Launcher- Dmg. as grenade, indirect fire ,short range
Grenade -incendiary- 10D fast burn 5ft radius
Grenade - Chaff- ECM (sensors/surveillance) no damage 10ft
Grenade- Concussion- 10D 5ft radius
Grenade-Flash Bang - no damage Flare 30ft radius
Grenade-Flack- 10D armor penetrating x1 10 ft radius
Satchel Charge- 25D melee trap 10ft radius
Alchemist fire-15D fast burn 2ft radius
Oil slick-5 ft radius, +3 penalty to all actions involving movement for 5 rounds ,water walk not affected
Caltrops- 3D , 5ft radius, Trap +3 penalty to all actions involving movement or concentration for next 5 rounds +2 penalty to attacks
Smoke Bomb-5ft no radius damage Toxic (flare [vision] , slow burn, stun, incap.)
Mine- 10 ft radius 20D ,armor penetrating x1 25D if "bouncing betty"
Tangle Foot Bag- Tangle , 30HP

BFW (Big Freaking Weapons)
(Requires 2 hands , must have Super strength lv1 to use)
BFS-50D, armor piercing x1
BFA-50D, armor piercing x2
BFG-50D, armor piercing x2
BFH-50D, Stun
BFC (ballista)-50D armor piercing x2

Curatives
Potion/Med patch pack- 6 uses , heals 10HP per use
Antidote- 6 uses. cures disease and poisons. # doses based level of ailment attribute
Elixir/E-pill- 6 uses, restores 10EP per use
Ability Potions- Emulates level one of ability for ten rounds/60s. Multiple doses stack in duration and intensity to a max of level 3 for 30 rounds/3min.
Energy Stone- Each stone contains 20EP that can be used up. Can be recharged by expending 30EP from character

Currency
Platinum =1000 gold
Gold =100 silver
Silver =100 bronze
Bronze =100 copper
Copper =100 stone
Credit =1 silver

Modifiers:
Non-lethal damage heals 1D per round
Poison is treated as Slow Burn, can be stacked for higher damage
+5D for each gem in the gems element
+5D to wooden weapons for addition of blades/spikes
+5D to bows/crossbows for re-curve
+5D to one handed weapons that are wielded with two hands, does not apply to Knives/ small weapons
Exotic materials as listed
-50%D to anything crudely made rusted or worn if bow or gun add unreliable defect +1 penalty to attack/defense
+25%D rounded down for masterwork
Weapons can be modified to increase damage by no more than 15D and clip size to no more than 3X original. Item automatically becomes major

Additives
Energy stones and Gems can be added to any Masterwork Item. It increases the item one category. The item then gains the benefit of the stone or gem . Energy stone rules apply for recharging. The stones cost 2000GP each. Max 3 per weapon or armor piece.

Energy Based Items
Any weapon can be energy based.
Weapons may be magical or mechanical/electronic in nature
Bladed weapons gain armor & Force field penetration x1.
Blunt and flexible weapons gain Stun ability .
Energy based explosives get an additional 10ft radius.
Non- magical energy based weapons can be detonated as grenade.
Treat as masterwork.

Throwing Items
Any item can be thrown.
bladed objects deal damage equal to their normal damage
blunt objects deal half their damage but gain stun ability
Improvised weapons deal half damage regardless if sharp or not.
Energy based thrown objects are treated as improvised unless activated (swords) then treated as thrown bladed weapon.
Thrown guns, projectile weapons, armor pieces are treated as Improvised.
PostPosted: Tue Nov 22, 2005 8:41 pm


[ Message temporarily off-line ]

x-Bagel-x

3,200 Points
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  • Treasure Hunter 100
  • Citizen 200

x-Bagel-x

3,200 Points
  • Person of Interest 200
  • Treasure Hunter 100
  • Citizen 200
PostPosted: Tue Nov 22, 2005 8:46 pm


Gems/Material Bonuses

Gems
Type Cost Bonus Type
Diamond 1000GP Damage (2x effective)
Pearl 100GP Holy
Onyx 150GP Dark
Turquoise 100GP Water
Ruby 200GP Fire
Amethyst 175GP Sonic
Emerald 200GP Poison
Amber 225GP Lightning
Moonstone 175GP Energy
Tiger Eye
-Brown 110GP Earth
-Red 225GP Fire
-Blue 250GP Ice


Standard Materials
(Bonuses and penalties apply to armor defense p/section , weapon damage, ; multiple materials are averaged up)
Metals
Aluminum -2
Tin -2
Copper +0
Bronze +1
Brass +0
Steel +2
Stainless Steel +3
Gold -1
Silver +2
Sterling +3
Platinum +5
Titanium +7
Leathers
Sheep -1
Cow +0
Deer +2
Elk +3
Boiled +2
Cloth
Silk -1
Cotton +0
Wool +1
Fur +2
Nylon +3
Woods
Maple +0
Cedar +1
Oak +2
Pine +3
Cherry +5
Other Replaces
Chitin +0 (hide, wood, armor only)
Bone +0 (metals and woods)
Straw +0 (cloth)
Glass +0 (metals and woods)
Terra Cotta +0 (metals, armor only)
Lizard Scale +1 (hide, scale mail)
Crystalline +3 (metals weapons only)

Exotic Materials
Metals Special
Mythril +3 1/3 weight, +1 appearance
Adamantine +5 Arm. pen x1 , opt. vs. melee
Mage steel +3 optimized vs. magic
Orichalcum +7 30EP pool
Hirikane +7 optimized vs. fire
Abotakara +7 optimized vs. cold
Hachigane +7 optimized vs. electricity
Woods
Treated +1 optimized vs. melee
Blessed +2 holy
Dark +2 dark
Petrified +3 optimized vs. magic
Leather
Demon hide +2 Dark
Griffon Hide +3 optimized vs. melee
Dragon Hide +5 optimized vs. Fire
Cloth
Shadow Cloth +1 Dark
Angel Down +1 holy
Asian Silk -1 +1 Appearance +1 seduction
Mage Cloth +0 optimized vs. magic
Demon Fur +3 dark

Other Replaces
War Glass +3 (metals)
Kevlar +3 (leather, cloth armor only)
Dragon Scale +5 (metals, armor only)
Dragon Bone +5 (wood, metals)
Demon Bone +3 (wood, metals)
Griffon Bone +3 (wood, metals)
PostPosted: Thu Nov 24, 2005 11:16 am


These are rather interesting assessments... But should we really make it this complicated?? It's supposed to be a really simple game...

Grokk Oniryuu
Captain

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x-Bagel-x

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PostPosted: Thu Nov 24, 2005 11:36 am


OPTIONAL razz

its mainly for the first post..for all the weapons not originaly listed in the main core rulebook

the armour thign is simpler than it sounds

the third post is entirely optional
PostPosted: Sun Nov 27, 2005 12:28 pm


Bagel san
OPTIONAL razz

its mainly for the first post..for all the weapons not originaly listed in the main core rulebook

the armour thign is simpler than it sounds

the third post is entirely optional

so what are we gonna do with the personal gear attribute then? It seems like we may have to replace it with the wealthy attribute eh?

Grokk Oniryuu
Captain

Godly Pal

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bahamut810

PostPosted: Mon Nov 28, 2005 6:08 am


You can keep both as personal gear is much simpler and more specific.
PostPosted: Tue Nov 29, 2005 5:29 pm


I agree with Bahamut! And the rest of the assessments should be bought with the Item of Power attribute.

Grokk Oniryuu
Captain

Godly Pal

13,875 Points
  • Demonic Associate 100
  • Tycoon 200
  • The Key to Victory 50

Grokk Oniryuu
Captain

Godly Pal

13,875 Points
  • Demonic Associate 100
  • Tycoon 200
  • The Key to Victory 50
PostPosted: Sun Dec 04, 2005 3:38 pm


You know, you may wanna rewrite these assessments... I've checked most of your listings and I'm not sure about some of them, especially since you sorta undid the other damage score system modifiers actually given IN the book. You may want to recheck your assesssments is basically all I'm saying! No worries!
PostPosted: Sun Jan 15, 2006 5:07 pm


Grokk
You know, you may wanna rewrite these assessments... I've checked most of your listings and I'm not sure about some of them, especially since you sorta undid the other damage score system modifiers actually given IN the book. You may want to recheck your assesssments is basically all I'm saying! No worries!


ya i kinda did rewrite it a little.....

what ya mean by " damage score system modifiers "?

the books listing of personal gear and weapons is well rahter bland in my opinion.... i tried not to overpower thigns to much..and after makign my wepons list..i figured why not make an armour system to coenside wiht the weapons.... and if ya sit down and work it out it makes sense, well to me anyways,,,,
its all rahter untested still..... i hae an alternate list of stuff that soemone else wrote up that follows the besm system with a few minor tweaks

x-Bagel-x

3,200 Points
  • Person of Interest 200
  • Treasure Hunter 100
  • Citizen 200

Grokk Oniryuu
Captain

Godly Pal

13,875 Points
  • Demonic Associate 100
  • Tycoon 200
  • The Key to Victory 50
PostPosted: Sun Jan 15, 2006 9:54 pm


Bagel san
Grokk
You know, you may wanna rewrite these assessments... I've checked most of your listings and I'm not sure about some of them, especially since you sorta undid the other damage score system modifiers actually given IN the book. You may want to recheck your assesssments is basically all I'm saying! No worries!


ya i kinda did rewrite it a little.....

what ya mean by " damage score system modifiers "?

the books listing of personal gear and weapons is well rahter bland in my opinion.... i tried not to overpower thigns to much..and after makign my wepons list..i figured why not make an armour system to coenside wiht the weapons.... and if ya sit down and work it out it makes sense, well to me anyways,,,,
its all rahter untested still..... i hae an alternate list of stuff that soemone else wrote up that follows the besm system with a few minor tweaks
What?? Flowers? For me??? wow, thanks, no one ever gives me flowers... lol! Do the other one too! even the the two handed sword is redundant because of the longsword. And a few minor tweaks never hurt anyone, unless their yours with a higher damage rating than would be neccessary... I mean, a 30D Zanbattou in a one handed situation? that shoud only be as high as 20 with two hands... 15 if one handed... that's what I did with the lightsaber in my starwars rpg. I mean without defects and attributes the blaster is at 15D right?? that counts as how all major Items would if they were like that, at least in my opinion...
PostPosted: Mon Jan 16, 2006 7:31 pm


differnces,,,

a long sword is a 4-5 foot long sword with a handle designed for use with one hand, two hands are possible for better stability

a two handed sword is larger than 5 foot long and is almost impossible to properly wield one handed without some aid of super strenght or insane training..

an zanbatto is a 6 foot bladewitha three foot handle designed to take out calvary units... it wighed more than the average asian person..so thats why its so powerful,,and stillgets a +2 penalty no matte rwhat due to its akaward size and it always requires two hands..unless you have at least one level of akward size and one level of superstrenght (like your a frickin ogre sized dude or something)

x-Bagel-x

3,200 Points
  • Person of Interest 200
  • Treasure Hunter 100
  • Citizen 200

x-Bagel-x

3,200 Points
  • Person of Interest 200
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  • Citizen 200
PostPosted: Mon Jan 16, 2006 7:37 pm


[ Message temporarily off-line ]
PostPosted: Sun May 14, 2006 4:01 pm


Cool! Thanks for explaining!

Grokk Oniryuu
Captain

Godly Pal

13,875 Points
  • Demonic Associate 100
  • Tycoon 200
  • The Key to Victory 50
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