Thanks for making this a sticky.. I'm currently working on a gadget list to be posted in this thread soon
BESM Personal Gear List
Prices:
(Use lowest damage value)
Per 1D Wood 5GP
Per 1D Metal 15GP
Gemmed/stones +1000GP plus price of gems
Masterwork +1000GP
Exotic Materials +50GP;
Material Bonus +20GP per bonus point
Crude -50GP;
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)- 20D,25D two handed
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 (Kama)- 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
Kama 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, mid range
Light Crossbow-10D, short range
Crossbow-15D, armor penetrating x1 short 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, low penetration
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, unreliable
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 indirect fire ,short range
Grenade - Chaff- ECM (sensors/surveillance) no damage 10ft indirect fire, short range
Grenade- Concussion- 10D 5ft radius indirect fire ,short range
Grenade-Flash Bang - no damage Flare 30ft radius indirect fire ,short range
Grenade-Flack- 10D armor penetrating x1 10 ft radius indirect fire ,short range
Satchel Charge- 25D melee trap 10ft radius
Alchemist fire-15D fast burn 2ft radius indirect fire ,short range
Oil slick-5 ft radius, melee, trap +3 penalty to all actions involving movement for 5 rounds ,water walk not affected
Caltrops- 3D , 5ft radius, melee 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.) indirect fire ,short range
Mine- melee trap 10 ft radius 20D ,armor penetrating x1 25D if "bouncing betty"
Tangle Foot Bag- Tangle , 30HP short range, trap
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
Dollar =1 bronze
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/composite
+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 Flack grenade.
Treat as masterwork.
Throwing Items
Any item can be thrown. At a +1acv penalty for ever 20m
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.
BESM Armor List
Cost
(values are per section, costs are for base value, multiple materials are averaged rounded up)
Per 1D cloth 10SP
Per 1D leather 10GP
Per 1D wood 15GP
Per 1D mail 30GP
Per 1D plate 45GP
rings +15GP
studs +15GP
Lacquered/boiled +10GP
spikes +20GP
comfort padded +10GP
masterwork +1000GP
Gemmed/stones +1000GP + price of gems
Material bonus +10GP per bonus point
crude -50GP;
exotic +50GP;
Armor Features
(All bonuses are per piece not section, avail for shields)
Comfort padding +1D can’t for cloth, padded, quilted,sheilds
Lacquered /Boiled +3D leather, hide, wood only
Gem +5D protection from type
Rings +5D
Studs +5D
Spikes +7D, +7D Offensive if grappling
Masterwork +25%D
Crude -50%D
Exotic materials As listed
Armor Categories
Mundane 0D - 5D
Minor 6D - 20D
Major 21D - 50D
Major x2 51D+
Exotic materials and masterwork increase item by one category
Armour Calculation Explanation
when encountering an item that is not obviously armor use your best judgment of what areas of the body it covers and what its made of to determine its total defense value..
example : Thick Leather Trench coat covers body, shoulder , forearms, and hips . leather body =5D, leather shoulder =2D, leather forearms =2D, leather hips =2D, all together is 11D,
It can stop a dagger but not bullets
Item Base Values
Shield
can be used offensively, dealing 5D(non-lethal),
Buckler 5D
Small Shield 10D
Round Shield 15D
Square Shield 20D
Kite Shield 25D
Large Shield 30D
Pavise 40D, can not be used offensively
Body:
Cloth 1D
Padded 2D
Quilted 3D
Thin leather 4D
Thick leather 5D
Hide 6D
Wood 7D
Chain mail 8D
Splint mail 9D
Scale mail 10D
Half plate 11D
Full plate 12D
Shoulders:
Cloth 1D
Padded 1D
Quilted 1D
Thin leather 2D
Thick leather 2D
Hide 2D
Wood 3D
Chain mail 3D
Splint mail 3D
Scale mail 4D
Half plate 4D
Full plate 4D
Forearms:
Cloth 1D
Padded 1D
Quilted 1D
Thin leather 2D
Thick leather 2D
Hide 2D
Wood 3D
Chain mail 3D
Splint mail 3D
Scale mail 4D
Half plate 4D
Full plate 4D
Hips/Thighs:
Cloth 1D
Padded 1D
Quilted 1D
Thin leather 2D
Thick leather 2D
Hide 2D
Wood 3D
Chain mail 3D
Splint mail 3D
Scale mail 4D
Half plate 4D
Full plate 4D
Feet/Legs:
Cloth 1D
Padded 1D
Quilted 1D
Thin leather 2D
Thick leather 2D
Hide 2D
Wood 3D
Chain mail 3D
Splint mail 3D
Scale mail 4D
Half plate 4D
Full plate 4D
Hands:
Cloth 1D
Padded 1D
Quilted 1D
Thin leather 2D
Thick leather 2D
Hide 2D
Wood 3D
Chain mail 3D
Splint mail 3D
Scale mail 4D
Half plate 4D
Full plate 4D
Head:
Cloth 1D
Padded 1D
Quilted 1D
Thin leather 2D
Thick leather 2D
Hide 2D
Wood 3D
Chain mail 3D
Splint mail 3D
Scale mail 4D
Half plate 4D
Full plate 4D
Optional Item Rules
Armor Damage Tolerance
Armor that is dealt damage equal to 3 times its reduction value in one attack is reduced to half effectiveness. If it is then dealt damage again of 3 times its original rating in one blow it is destroyed. If armor is dealt 5 times its damage rating in one blow it is destroyed. Armor can be repaired for half its normal cost. It can be field repaired but then becomes ‘crude
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 +2
Gold -1
Silver +1
Sterling +2
Platinum +3
Titanium +5
Leathers
Sheep -1
Cow +0
Deer +2
Elk +2
Caribou +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 FF pen x1, opt vs. magic
Orichalcum +7 1EP/dmg 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)
BESM Character Progression Formula
100% Monster CP
+10% Monster HP
+05% Monster EP
+20 for I.o.P.
+20 for Magic
X Team Modifier X Rank Modifier
Modifier Values
Enemy rank Modifier
Minion/Trainee .5
Goon/Private 1
Elite/Lieutenant 2
Gang-leader/Captain 4
Boss/General 8
Monster/President 10
God 20
Team Modifiers
# of Members Modifier
1 1.00
2 0.75
3 0.66
4 0.50
5 0.33
6 0.25
7-10 0.10
8+ 0.05
Required Exp Per Level
(CP=character point, AP= attribute point, SP= skill point)
Level Exp Bonus Totals
0 0 25 CP, 15 SP 25 cp / 15 sp
1 300 +3 SP 25 CP / 18 SP
2 800 +5 AP 30 cp / 18 sp
3 1500 +3 SP 30 CP / 21 SP
4 2400 +5 AP 35 cp / 21 sp
5 3500 +3 SP +1 STAT 36 CP / 24 SP
6 4800 +5 AP 41 cp / 24 sp
7 6300 +3 SP 41 CP / 27 SP
8 8000 +5 AP 46 cp / 27 sp
9 9900 +3 SP 46 CP / 30 SP
10 12000 +5 AP , +1 Stat 52 cp / 30 sp
11 14300 +3 SP 52 CP / 33 SP
12 16800 +5 AP 57 cp / 33 sp
13 19500 +3 SP 57 CP / 36 SP
14 22400 +5 AP 62 cp / 36 sp
15 25500 +3 SP, +1 STAT 63 CP / 39 SP
16 28800 +5 AP 68 cp / 39 sp
17 32300 +3 SP 68 CP / 42 SP
18 36000 +5 AP 73 cp / 42 sp
19 39900 +3 SP 73 CP / 45 SP
20 44000 +5 AP, +1 Stat 79 cp / 45 sp
21 48300 +3 SP 79 CP / 48 SP
22 52800 +5 AP 84 cp / 48 sp
23 57500 +3 SP 84 CP / 52 SP
24 62400 +5 AP 89 cp / 52 sp
25 67300 +3 SP, +1 STAT 90 CP / 55 SP