ࡱ> 463G bjbjَ &4],$-@@@@F@Z@z@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 RatingDescription1Inept2Significantly below average3Below average4Average human adult5Above average6Significantly above average7Highly capable8Extremely capable9Best in the land10Best in the world11Legendary ability12Best 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). /!7]akoFJ,0    # $ B C S T j k { |     0 L x CDQbduw2DE CJOJQJ5CJOJQJ6CJOJQJ56CJOJQJ5CJOJQJ CJOJQJ56>*CJOJQJM/0 !7kF,6 7       # $$$l$$h$/0 !7kF,6 7       # $ & B C E S T V j k m { | ~       0 'CD12DE[:jn\e c# $ & B C E S T V j k m { | ~ |D\D|HTPX$$$$l       0 'CD12DXdh$$l$$DE[:jn\ef$hhE[#) I?@jk6n 1\cdf{(& 5OJQJOJQJ6CJOJQJ5>*CJOJQJ56CJOJQJ CJOJQJ5CJOJQJ _PID_GUIDAN{77A21829-491C-11D3-B36C-0080C6F71829}  !"$%&'()*,-./0125Root Entry Fu6wݾӃ71TableWordDocument&4SummaryInformation(#DocumentSummaryInformation8+CompObjj  FMicrosoft Word Document MSWordDocWord.Document.89q