New BESM Eldarin-Campaign Abilities (for BESM 1st Ed)
Eldarin
Cost: half initial points (for us, 8), plus one default must be selected for no BP (note: you can still select a 2-BP default and receive only 1 BP).
Non-leveled
Relevant Stat: None
The Eldarin ability makes your character a Neo-Eldarin. You could, of course, choose to play a full Eldarin, but there are a few drawbacks doing so (see the Eldarin Legend). Each Eldarin has a type, (either an animal, a dragon, an angel or a demon), as well as an Element. A Neo-Eldarin has multiple levels of being, called aptly dubbed "forms". Each form has different effect on stats and abilities. A Neo-Eldarin must go up the chain one form at a time normally (ie cannot go from Form 1 straight to From 3), although Forms can be skipped going down. A Neo-Eldarin can be knocked down from forms either by loss of HP or by certain powerful attacks.
Form 1: Your standard human. This is the form a Neo-Eldarin reverts to when weakened to near-death.
Form 2: Almost identical to form 1. The exception is there is a slight physical change, usually a change in eye or hair color. All stats are raised by 1 in From 2, and an Eldarin automatically gain Level 1 Channeling of his/her chosen element, as well as partial immunity. However, while in From 2, the Eldarin's EP drain at a rate of 2/round. When a characters EP runs out, he/she automatically shifts back to form 1. This form cannot be taken if a character is at 10% HP or less.
Form 3: The Eldarin form. At Form 3 a neo-Eldarin is identical to a true Eldarin. When the switching to Form 3, an Eldarin gains 2 levels to his normal Channeling ability in his/her element, (Thus a character with no channeling skill in Form 1 automatically has a Channel Lv 2 in Form 3), as well as near-invulnerability against it (a fire-character would be at home in a volcano in From 3). This form does not drain from EP (other than attacks). However, to shift to form 3 either Form 2 must be mastered, or a major event takes place. This form cannot be shifted into if the character is at 20% HP or less.
Channeling
Cost: 4 pts/ level
Relevant Stat: Soul
This attribute gives a character the ability to channel a certain element. The eight elements one can choose from are: Earth, Air, Fire, Water, Cold/Ice, Thunder/Lightning, Holy and Shadow/Dark. Note: An Eldarin character receives this attribute at Form 2 or higher automatically. IF an Eldarin takes this attribute, it allows him/her to channel in Form 1. Each elemental attack's power is equivalent to the amount of energy put into it. (Does/Blocks equivalent damage).
Healing Touch
Cost: 1 pt/ level
Relevant Stat: None
Level1 : The Character can heal him/her self and others, being able to restore either HP or EP (but not both), draining half the amount in their own EP. This can be used for minor injuries only.
Level 2: the same as level 1, except the character can restore both HP and BP, and may use the ability to restore intermediate injuries, as well as to slow minor illnesses or toxins.
Level 3: the character can restore HP and BP as above, as well as gaining the ability to cure regular diseases and detoxify poisons.
Level 4: the character can restore HP and BP and cure as above, being able to do so for major injuries and very powerful toxins.
Level 5: the character can fully restore life to a character who has suffered mortal injury, including characters whose HP have dropped below zero.
Level 6: the character can resurrect beings from the dead.
Regeneration
Cost 2 pts/level
Relevant Stat: None
Level 1:the character can regenerate 1 HP/round automatically, provided the characters HP does not drop below zero.
Level 2:the character can regenerate 2 HP/round, and can detoxify his system with a successful roll of his Body Stat or less on 2 dice.
Level 3: the character can regenerate 3 HP/round, plus being able to re-attach severed limbs and other major injuries. +1 to his detox ability.
Level 4: the character regenerates 4 HP/round and can re-grow severed limbs. +2 to his detox ability.
Level 5: the character regenerates 5 HP/round. As well as gaining the abilities listed above, he gains +3 to his detox ability and can regenerate 1 HP/round, even if his HP drops below zero. His body must, however, remain relatively intact.
Level 6: the character can regenerate as level 5, if any part of him/her still survives.
Animal Affinity
Cost: 1 pt/level
Relevant Stat: None
Level 1: Animals are inclined to be friendly; you have an "understanding" about them.
Level 2: Domestic animals will usually follow your commands. Wild animals may be coached to come or convinced to back down.
Level 3: Trained Animals will follow your every command; non-trained domestics may as well. Wild animals are inclined to be helpful or at least passive.
Level 4: Domestic Animals love you. Wild animals may actually understand a simple command or two (depending on the complexity and their intelligence), and will be inclined to obey.
Level 5: Wild Animals are no threat. They see you as one of their kind, and will be inclined to be as helpful as they can be. More complex commands can be made and obeyed.
Level 6: George and Jane of the jungle move over!You possess a telepathic link with animals.
Charismatic
Cost: 1 pt/level
Relevant Stat: Average of Mind/Soul
Level 1: You can generally get people to pay attention to you.
Level 2: People are inclined to have a good opinion of you, and are naturally inclined to what you have to say.
Level 3: People are willing to follow your orders.
Level 4: People begin to doubt their ideas in favor of yours.
Level 5: Very few ever think ill of you.
Level 6: You can be elected President without running.