For using magic for attack - use Soul instead of Att stat, Dynamic Sorcery level -1 is used as bonus (alternately Focused Combat: Magic can be used).
The cost for Extra Attacks is now 6 pts/level for 1 Att and 1 Def. 1 Att or 1 Def may be bought for 3 pts.
Focused Combat still exists, as of 1 edition BESM rules.
Healing works for the healer as well as other characters.
Special Attacks used with a weapon do the weapon's damage plus the Special Attack Damage Value.
Damage is determined by weapon. Unarmed Damage is determined by a character's Body Stat (this is not permanent damage unless the character is trained in unarmed combat).
Rune Magic - Dynamic Sorcery
All rune magic spells are assigned a level according to strength (for attack spells, build with Weapon Attack Rules. Healing Magic heals 15 pts/level. Shield magic works according to shield rules. Special spells may also be created.)
Any Dynamic Sorcerer can cast any spell equal or lower to his/her level of Dynamic Sorcery.
Multiple spells can be combined to form new spells; For simple rules: for damage, usability and EP consumed use the highest spell’s level with additional elemental effects.
All spells are created with runes; each rune has a different effect and runes can be combined to create effects
The same rune can be cast successively to create a higher level spell (i.e. Lightining cast three times becomes lighting lv. 3 -Electris).
Iron Will - soul - universal 1pt/level - In times of desperation, a character may exchange EP for HP or vice versa. The character may change 10 points per level. (Note: this may only be used in acts of desperation. It may be used to save a character from what would be a deadly (-20 HP) attack.)
Healing Touch - soul - paranormal/technological - 1-2 pt/level. A character may sacrifice a portion of his or her EP to heal another’s HP/EP. The max amount of HP restored is the same as the Healing attribute. At 1 pt/level the healing is at a 1:1 ratio of EP per HP/EP (both) restored. At 2 pts/level the character gives up 1 EP for every 2 HP and EP restored.
Tap Layline - soul - paranormal - 1 pt/ level The ability to make use of the magic of laylines. Works like Place of Power, only the character must be near a layline. (Note: characters with Place of Power may also specify: laylines as their place, producing the same effect).
Dimensional Gate - supernatural/technological - soul - 5 pts/level - This allows the character to create Gates. These Gates work similar to Teleport Skill, only they affect an area not a person. The major difference is with Gates, they are able to be used to cross between worlds. A Gate cannot be opened to a place a character cannot visualize. Gates are not instantaneous; they require a round to charge and the character opening a Gate cannot concentrate on anything but that action for a round. The size of Gate a character can open and the number of people who can pass through it depends on the character’s level.
1 - the Gate is the size of one person and stays open long enough for 1 person to enter.
2 - the Gate is the size of a small rug and may transport 2 or 3 people.
3 - the Gate is the size of a small room and may transport a 4-6 people
4 - the Gate is the size of a large room and may transport a small crowd. (up to 10 people)
5 - the Gate is the size of a house and may transport a moderate crowd (up to 20 people)
6 - the Gate is the size of a city block and may transport up to 30 people.
Awaken/Seal - soul - 4 pts/level - The Seal's ability to open and close laylines and magical ability of people. A Seal can open or close laylines or Places of Power of a level equal to theirs in this ability (i.e. a level 1 Seal can open or close a layline or which can provide 15 EP). A Seal can also use this power to Awaken or Seal the magical abilities of others. A seal can Seal a special attack or level(s) of Dynamic Sorcery or Magic equal to their level of this ability. Normally, the sealing lasts for a number of rounds equal to the Seal's ability level x 1d6. Awakening is more complicated. It is not usable in combat, and is largely under GM discretion. Awakening allows a character who may or may not be a Seal or a Sorcerer to become one - have his or her powers awakened. There is a 10% chance a character with magic ability is a Sorcerer. There is a 5% chance he or she is a Seal. If a character does not use magic, this chance decreases to 5% and 1% respectively. (GM approval may change these percentages). This ability can also Awaken other types of abilities as well. However, there is risk involved in Awakening. A character who has powers Awakened must make three separate checks: one for each attribute. A failed check means the character cannot handle the Awakening and serious consequences will occur (GMs are encouraged to be extremely evil in this. A -1 permanent drop to the failed Stats is the softest suggested penalty.)
Rune Stones - gives the ability to use Rune stones as the equivalent Dynamic Sorcery level
Nerd Magnet - Same as Guy/Girl Magnet, only attracts nerds. Pl-l332 the 1337 pocket protector.
Adverse Physical Reaction to Mental Strain aka Brain Fart- the character falls under GM control after cases of severe mental strain. The 2 point level gives DM more evil options.
Osmosis - Character picks up minor traits/quirks of characters he/she is around.
5P34l< 1337 - (speak leet) - the character can only speak in leet (or other language different than the characters around him/her, and therefore cannot communicate with others unless they are skilled in the PC’s language.)
Significant Object - like for Significant Other, only with an object.
Obsessive - the character is obsessed over something. Kinda like easily distracted . . .only more interesting.
Androgynous - Is the character Male, Female, or Both????