A
short walkthrough on "Big Eyes, Small Mouth"
"Big Eyes, Small
Mouth" (henceforth abbreviated as BESM) is a general anime role playing
system. Although created with anime in mind, the system is INCREDIBLY flexible,
and can be used for almost any type of game! On with the walk through.
Rolling dice in BESM:
All dice rolls in BESM are made with 2d6 (Two-six sided dice). Only on
certain occasions will you be required to roll dice, such as when you do
something out of the ordinary or when you are in combat.
Stats in BESM:
There are three primary stats in BESM,
which represent your characters innate abilities.
BODY- Body represents everything physical about your character.
Health, strength, endurance, dexterity, and speed are all covered by the Body
Stat. If you want to do anything physical, Body is the Stat you'll be using.
MIND- Mind represents everything mental about your character.
Your ability to learn, make judgements, keep your wits about you are all
covered by the Mind Stat. If you want to do anything mental, Mind is the Stat
you'll be using.
SOUL- Soul represents everything qusai-spiritual about your
character. Self confidence, willpower, focus, fate and balance with the
universe are all covered by the Soul Stat. If you want to do anything that
involves these elements, Soul is the Stat you'll be using.
You get a number of points (assigned by
the GM) to assign to your stats. Stats
can never go above 12. Also, you can
only have one Stat at 12. A table of your ability is shown in the next
column.
|
Stat Rating |
Description |
|
1 |
Inept |
|
2 |
Significantly below average |
|
3 |
Below average |
|
4 |
Average human adult |
|
5 |
Above average |
|
6 |
Significantly above average |
|
7 |
Highly capable |
|
8 |
Extremely capable |
|
9 |
Best in the land |
|
10 |
Best in the world |
|
11 |
Legendary ability |
|
12 |
Best in the universe |
Attributes in BESM:
Attributes are defining traits, and
abilities that are not covered by stats. Things that you've learned, inborn
abilities, special powers and equipment are all covered by attributes. Attributes are ranked from 1 to 6, and each
one cost a certain number of Attribute Points per Level. The number of
attribute points you have is assigned by the GM. Chose attributes that are
relevant to your character, and fit the setting.
Derived Stats in BESM:
Combat
Value- Combat Value
governs all aspects of physical combat, including your skills in attacking,
defending, and delivering damage. There
are two separate components of Combat Value. Attack Combat Value (ACV) and Defense
Combat Value (DCV). Your Combat Values are figured as follows:
ACV= Body+Mind+Soul/3
DCV= ([Body+Mind+Soul]/3)-2
Health Points- Health Points (HP)
represent the amount of damage you can take in combat before you die. HP is figured as follows:
HP= (Body+Soul)*5
Energy Points- Energy Points (EP)
represent the reserves and fortitude your character has at there disposal when
attempting to accomplish difficult tasks. EP
can be used to fuel Magic, Psionics, or other special attributes. Also, you can
boost your own attributes with EP,
gaining a boost for a small amount of time. EP is figured as follows:
EP= (Mind+Soul)*5
Doing Things in BESM:
When you want to do something out of the
ordinary in BESM, the GM will ask you to make a Stat Check. A
Stat Check is done by rolling 2d6 against a specific Stat. Your goal is
to roll under the Stat. If it's an easy task, the GM will assign a
negative modifier, making it easier for you to succeed. If it's an hard task,
the GM will assign a positive modifier, making it harder for you to succeed. Also,
there are two circumstances which always take precedence. If you roll a 2 on any roll, you automatically succeed. If you roll a
12 on any roll, you automatically fail.
Skill Usage in BESM:
A skill check works much like a stat
check. Skills combine with related
attributes for checks (such as Mind stat with the Computers skill to do
hacking). Like stat checks, the GM may
assign a modifier depending on how easy or difficult it is. Skills, when used in conjunction with a
stat, provide a bonus to the roll based upon the level of the skill. If you posses the required specialty in a
skill (Hacking
speciality in the example above),
then treat the bonus as one level higher
than the actual level. The bonus
provided is a number that is subtracted from the number you roll with the dice.
Combat in BESM:
Combat follows a basic pattern of events.
Combat happens in a series of segments called Turns. These are the steps of
combat.
Step 1: Initiative
↓
Step 2: Character Actions
(Attack,
Defend, Other)
↓
Step 3: Resolution
(Assign
Damage, Heal, Finish Combat, Other)
Step 1: Initiative: To do Initiative, you
roll 2d6, and add the result to your Combat Value. You want to roll high.
Step 2: Character Actions: Characters can take
One Action per turn. This action can be one of several things.
Attack- To attack, you roll
2d6 under your combat value. If you succeed in your roll, you deliver
damage. Damage is figured in one of several ways:
Unarmed Damage:
Add your ACV to your Body Stat to determine the number of health points worth
of damage you've done.
Armed (Melee) Damage:
Add your ACV to your Body Stat, and then add your weapons damage value to both
to determine the number of health points worth of damage you've done.
Armed (Ranged) Damage:
Add your ACV to your weapons damage value to determine the number of health
points worth of damage you've done.
Defending- You can defend against one attack per round (or two, if
you sacrifice your main action). To
defend, you roll 2d6 under your DCV. If you succeed, you've completely
defended against the attack, and you take no damage. If you fail, you take
normal damage.
Other- Other actions include anything that's not an attack or
defense. Untying someone, healing someone, fleeing the battle, talking at
length are all examples of "Other" actions. However, saying a few
words during combat does not require you to take an "Other" type of
action.
Step 3: Resolution- In the Resolution part of a turn, you apply (or remove,
if healed) any damage that was done, mark off any spent (or regained) Energy
Points, and do anything that would be done afterward. If the battle is not
finished, a new turn begins, and everyone goes back to Step 1 (Initiative).