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Game Mechanics

Dice Rolls
Actions with an uncertain outcome or whose resolution is important to the story are
determined by dice rolls.
Commonplace, mundane, or irrelevant actions are adjudicated by the GM to prevent needless
time spent rolling dice.
Rolls are based on Stats and Skills.
BESM uses 2 d6s.


Success Rolls

When the outcome is uncertain, players roll the 2 6ds and add relevant Stats, Attributes, or
situational modifiers.
The total of the roll is compared to either a target number or to an opposing roll to determine
success or failure.

Target Numbers
6 Very easy.
9 Easy.
12 Average. Requires some talent or training.
15 Above average ability.
18 Exceptional. Requires an extraordinary ability.
24 Improbable. Success would be a miracle.

Opposed Rolls
Used for conflict or action between two opposing characters.
The character with the highest total roll wins.
Ties may occur in a situation where a tie is possible; otherwise, re-roll,


Types of Rolls
Stat roll: used when innate ability is more important than training, experience, or knowledge.
Can be against a target number or opposed. Can be modified by situational concerns, Attributes,
or defects.
Skill Roll: used when a roll involves both a Stat and a Skill. The relevant Stat and Skill level are
added to the dice roll to determine the total roll. Can be opposed or against a target number.
o Skill rolls can be combined by players. One player is designated the leader and each
other success rolled by another player adds +2 to his roll.
o Skills that are synergistic (like Computers and Electronics) can be combined if a situation
requires both of them. Extreme max of +6 bonus.
o A character can be assumed to be able to undertake an action, such as drive, even if
they lack the proper Skill provided that they would reasonably possess that familiarity. If
necessary, this can be handled via a pure Stat roll.
o An unfamiliar action imposes a penalty of -1 to -6 against the Stat roll.

Combat
1. All players roll initiative (roll + base ACV).
2. Characters act according to their initiatives (highest goes first).
3. Characters may make a single action (if they lack Superspeed or Lightning Reflexes).
4. A player may make one of three types of action:
a. Offensive: An attack, which can be combined with limited related movement.
b. Tactical: A character undertakes an action that will give them a bonus when
they attack, such as Aim or Wait for an Opening. This can also be a Total
Defense.
c. General Action: A character undertakes any other action, such as administering
first aid, picking something up, or running away.
Movement in Combat
Run 1 meter per round, times the Body Stat for long distance.
Jog 1.5 meters per round, times the Body Stat, for a prolonged time.
Run 2x the Body stat for moderate distances.
Sprint 3x the Body Stat for short distances.
Jump of the Body Stat.

Attack and Defense
An attempt to strike an opponent or target physically or with an ability.
Players should describe the target, weapon, and method of attack before rolling.
The attacker makes an opposed attack roll (roll + ACV + modifiers).
The defender makes a defense roll (roll + DCV + modifiers).
The higher roll succeeds. Attacker wins ties.
Defending in an instinctive reaction; it is resolved immediately after being attacked, not in
initiative order.


Damage
If the attacker wins the roll, damage is inflicted (Weapon Attribute Level x Damage Multiplier +
ACV).
Damage is first subtracted from targets armor rating and then from HP.

Tactical Actions
Aim A player spends a turn to aim a ranged weapon before attacking and without undertaking
any other action. The player receives + 1 to his attack roll.
Wait for an Opening A player in melee range may spend one turn studying the opponent and
waiting for the right moment to strike. The player may defend and receives + 1 to next turns
attack roll.
Total Defense A player is completely focused on defense. A player may take no action but to
move and receives +3 to defense rolls. This lasts until the character must declare an action next
turn.

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