BESM skill costs
"It occurred to me that Puzzlebox favors somewhat different skills than a Martial Arts themed anime would, even though the book skillsets are very useful. For example, propaganda and research skills (Writing, Art, Urban Tracking) would be much more useful and likely to be used than combat skills; this should be reflected in differing skill costs. So without further ado, here's what I've come up with. Feel free to make changes as you see fit." - Echo
Costing
(This info taken from
BESM Second Edition, page 58.)
- 6 points/level
- This is appropriate for skills that define a particular campaign setting and will be vital in nearly every adventure.
- 5 points/level
- This is appropriate for skills that will be used multiple times in a particular game session. In most action-adventure settings, the majority of appropriate combat skills should be priced at this level.
- 4 points/level
- This is appropriate for general adventuring skills that characters will find useful in every adventure.
- 3 points/level
- This is appropriate for skills that are specialized enough that a character might use them only once in a typical session, but which are either of general utility or are likely to be important to the campaign.
- 2 points/level
- This is appropriate for skills that may be beneficial, but for which opportunities for use will probably not come up every adventure.
- 1 point/level
- This is appropriate for skills that are mainly used to flesh out character backgrounds, but which will not usually be important to play.
The Skills themselves.
Format:
- Skill name (Relevant stat; if stat/stat then average of them)
- Cost X per level, Specializations: what have you.
- Acrobatics (Body)
- Cost 3, Specializations: Balance, Flexibility, Jumps, Tumbling
- Animal Training (Soul)
- Cost 3, Specializations: Any one animal type with an intellect above instinctive insects. May also include Characters (2 point specialization).
- Architecture (Mind)
- Cost 2, Specializations: Aquatic, Bridges, Small buildings, Skyscrapers, Fortifications, Underground structures
- Artisan (Body/Soul)
- Cost 5, Specializations: Carpentry, Leatherworking, Metalworking, Plumbing, Tailoring, Woodworking, many more.
- Biological Sciences (Mind)
- Cost 2, Specializations: Bacteria/Viruses, Botany, Ecology, Genetic engineering, Physiology, Zoology (May specialize in a particular location as well.)
- Boating/Watercraft (Body/Mind)
- Cost 1, Specializations: Hovercraft, Large ships, Small boats, Submarines
- Burglary (Body or Mind)
- Cost 2, Specializations: Breaking and entering, Hot-wiring, Safe cracking
- Business/Faction management (Mind)
- Cost 3, Specializations: Fraud, Inventory, Marketing, Recruitment, Small business (Accounting, Banking, and Securities are irrelevant except maybe for the AotF and Data Exchange.)
- Computers (Mind)
- Cost 2, Specializations: AI, Databases, Intrusion/Security, Networks, Programming
- Controlled breathing (Body)
- Cost 1, Specializations: Cyclic breathing, Holding breath, Slow heart rate
- Cooking (Mind or Soul)
- Cost 3, Specializations: Ethnic, Exotic, Fast food, Gourmet, Home (note that Exotic and Home cooking are defined by location.)
- Cultural arts (Mind)
- Cost 4, Art appraisal, Archaeology, History, Literature, Mythology, Occultism, Urban legends (May specialize by location.)
- Demolitions (Body/Mind)
- Cost 2, Specializations: Artificial structures, Bomb disposal, Natural structures, Safe cracking, Underwater
- Disguise (Variable)
- Cost 4, Specializations: Costume, Make-up, Prosthetics
- Driving/Groundcraft (Body or Mind)
- Cost 1, Specializations: Car, Big rig (large transport vehicles), Motorcycle/hovercycle, Small truck (including vans and RVs), Surfboard/hoverboard
- Electronics (Mind)
- Cost 3, Specializations: Communications, Computers, Consumer/convenience electronics, Robotics, Security, Sensors
- Forgery (Mind)
- Cost 2, Specializations: Electronic documents, Handwriting, Paper documents
- Games/Gaming (Varies, usually Mind or Body)
- Cost 4, Specializations: Board games, Children's/Charm/small group games, Computer/console/arcade games, Gambling/card games, Military sims, Party games, Teaching games, RPGs
- Interrogation (Mind or Soul)
- Cost 3, Specializations: Drugs, Physical, Psychological
- Intimidation (Varies)
- Cost 2, Specializations: Business/contractual, Political, Street
- Law (Mind)
- Cost 1, Specializations: Civil, Criminal, Customs, Family, International/interplanetary, Political
- Linguistics (Mind)
- Cost 3, Specializations: Any one language, Code language, Sign language, Braille (It may not be important to most characters on a regular basis, but it becomes very important when dealing with certain characters and factions such as the Chitin Queens.)
- Mechanics (Mind, sometimes Body)
- Cost 2, Specializations: Aeronautical, Armorer, Automotive, Gunsmith, Locksmith, Micro, Traps
- Medical (Mind, sometimes Body)
- Cost 3, Specializations: Acupuncture, Dentistry, Diagnosis, Emergency response, Homeopathy, Pathology, Pharmacy, Surgery, Veterinary (The most common would be Pharmacy, I think. Nearly everyone knows drugs around here.)
- Military Sciences (Mind)
- Cost 1, Specializations: Hardware recognition, Intelligence analysis, Logistics, Strategy, Tactics
- Navigation (Mind)
- Cost 3, Specializations: Air, Museum, Sea, Urban, Wilderness, Zipway (Also available by Warp!)
- Performing Arts (Body/Mind/Soul)
- Cost 4, Specializations: Comedy, Dance, Drama, Public speaking, Ritual mastery, Singing, Tea ceremony
- Physical Sciences (Mind)
- Cost 2, Specializations: Astronomy, Biochemistry, Chemistry, Physics
- Piloting/Aerospacials (Body/Mind)
- Cost 1, Specializations: Heavy Airplane, Helicopter, Jet fighter, Light airplane, Lighter than air craft, Spacecraft
- Poisons (Mind)
- Cost 2, Specializations: Natural, Synthetic
- Police Sciences (Mind)
- Cost 2, Specializations: Ballistics, Criminology, Forensics
- Riding/Livecraft (Varies)
- Cost 1, Specializations: By species or mount (Includes care of mount and tack, as well as special maneuvers and distance pacing.)
- Seduction (Body or Soul, modified by Appearance attribute)
- Cost 4, Specializations: By gender and/or Warp
- Sleight of Hand (Body)
- Cost 2, Specializations: Card sharping, Lock picking, Pocket picking, Stage magic
- Social Sciences (Mind)
- Cost 4, Specializations: Anthropology, Politics, Psychology, Social work, Sociology, Theology
- Sports (Body, sometimes Mind or Soul)
- Cost 1, Specializations: By team sport
- Stealth (Body, sometimes Mind)
- Cost 2, Specializations: Camouflage, Concealment, Silen movement
- Swimming (Body)
- Cost 1, Specializations: Competition, Deep-sea diving, Free diving, Scuba, Snorkelling
- Urban Tracking (Mind)
- Cost 4, Specializations: Academic, Factional, Residential, Underworld, or by Warp
- Visual Arts (Varies, often all three averaged)
- Cost 4, Specializations: Animation, Drawing, Flower arranging, Painting, Photography/still holography, Sculpting, Video
- Wilderness Survival (Mind, sometimes Body)
- Cost 1, Specializations: By terrain type
- Wilderness Tracking (Mind, sometimes Soul)
- Cost 1, Specializations: Also by terrain type
- Writing (Mind/Soul)
- Cost 4, Specializations: Academic, Fiction, Journalistic, Poetic, Technical
Combat Skills - All combat skills use combat value as the relevant stat.
- Archery (ACV)
- Cost 2, Specializations: Bow, Crossbow
- Gun Combat (ACV)
- Cost 2, Specializations: Autofire, Pistol, Rifle
- Heavy Weapons (ACV)
- Cost 2, Specializations: Artillery (indirect fire), Gunnery (direct fire), Launchers (rockets and missiles)
- Melee Attack (ACV)
- Cost 3, Specializations: Axe, Baton/club, Improvised weapons, Polearms, Sword, Whips/chains
- Melee Defense (DCV)
- Cost 3, Specializations: see Melee Attack for list
- Ranged Defense (DCV)
- Cost 2, Specializations: Personal (on foot), Air vehicle, Ground vehicle, Water vehicle, Space vehicle
- Thrown Weapons (ACV)
- Cost 3, Specializations: Blades, Energy blasts, Grenades, Rocks
- Unarmed Attack (ACV)
- Cost 3, Specializations: Bites, Holds, Strikes, Throws, Wrestling
- Unarmed Defense (DCV)
- Cost 3, Specializations: see Unarmed Attack for list
- Personally, I find the whole exercise a bit silly, not that should stop anybody from doing this as a fun diversion. But c'mon. Isn't assigning finite, limiting skills to a Puzzlebox character a bit like trying to figure out how many angels can dance on the head of a pin? :) You all have always been welcome to do whatever pleases you, regardless of Function peeves, as long as the other players enjoy it. As a matter of fact, if anybody does run a Puzzlebox tabletop RPG, I'd love to hear how the experiment goes. But just try not to get bogged too deep in geek literalist aspect of all this. We don't need to know if the Vole Statue or the Kangaroo Statue would win in a fight. :) -- OR
- I'm having fun thinking of this as an artwar of Echo & Frostbyte. In fact, I'm having fun thinking of everything on the Wiki as an artwar --Zoe
- This is why I haven't written up Echo or Th'thsthn. Xa was deliberately concieved of as a limited creature, who would fit well in a statistical type of system. Echo at this point would just have 200 points: Unique Ability (Full Transcendence). And the bug has secrets I haven't learned yet. To put her into numbers would be silly before I really knew who xie was - and then, why share those secrets with everyone else before the proper time?
- I've actually snuck a couple of secrets in to my character sheet that could be used as jumping points for plots... -- Frostbyte
- How many authors can dance on the head of a pen? --Windrider
- Enough. --Trilogee