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BESM d10?!; Anime in the World of Darkness
Topic Started: Oct 17 2011, 07:51 PM (128 Views)
Machaeus
Three-Star General
[ *  *  *  *  *  *  *  *  *  * ]
Yeah, that's right. I'm converting BESM d20 to World of Darkness rules.

Note that anime characters do not have a limit on Attributes. They still have a Skills limit of 5. They gain Energy equal to the highest and lowest of their three Resistance Attributes (Stamina, Composure, Resolve).

A character who has anime-type abilities gains them by spending Merit points at character creation. An anime-type character gets their 7 normal Merit points, which may be spent on any Merits, and 6 Anime Merit points, which may only be spent on Power Merits.

Below are the Power Merits. I will edit in each one as I finish.


Adaptation (O+)
Each dot in Adaptation adds 2 armor to a single type of environmental hazard; this protection extends to attacks of the same type. So, if you're in the desert and have Adaptation (heat) OO, you have 4 armor to resist that heat wave, as well as heat-based special attacks. If you have Adaptation (gravity) O, you can resist high gravity and gravity attacks.

Alternate Form (Cosmetic) (O)
You can change your form with this Power. Your Attributes, Skills, and such do not change, but your appearance does. You must remain similar to your base form (humans can't become dogs).

Alternate Form (Full) (OOO+)
Each dot beyond the first two in this Power grants +1 to an Attribute or Size, or +2 to Speed while in your alternate form. The transformation must be in some way obvious, and the power costs 2 Energy unless it is a Magic Power.

Animal Friendship (Animal Ken)

Armor (O+)
Each dot in Armor adds 1 armor to either typical or firearms attacks. Armor O can go to 1/0 or 0/1, while Armor OO can go to 1/1, 2/0, or 0/2.

Combination Attack (O+)
You can combine Special Attacks seamlessly with up to one other person per dot. Normally, doing so has a -1 penalty on attacks per additional attacker, but adds 1 damage per additional attacker. With Combination Attack, you instead take no penalty, and roll a number of dice equal to your dice pool + 3 per additional attacker, and add 1 damage per additional attacker. In order to pull off a Combination Attack, however, you must spend 1 Energy point per additional attacker, and everyone must attack at the same time. One person is designated the head of the attack, and they do the rolling.

Damn Healthy! (O+)
Every dot of Damn Healthy! gives +1 health, and counts as +1 Stamina for prerequisites for Merits. You may have up to double your normal Health in Damn Healthy! dots.

Divine Relationship (O+)
Every dot in Divine Relationship allows you to reroll two dice each game session. Only one reroll may be made per roll; thus, if you roll 3 dice, then want to reroll two, you can't reroll any other failures for that roll.

Duplicate (OO+)
Every dot past the first in Duplicate creates a duplicate when you use this Power. You may only have a number of duplicates equal to your dots in this Power squared at any one time. This Power automatically costs 1 Energy per duplicate, unless it is a Magic Power.

Duplicate Health (O+)
Normally, duplicates only have their Stamina in Health; you may use this Power's dots to add 1 to their Health per dot (up to your Size in extra Health).

Energy Bonus (O+)
Every dot in Energy Bonus grants 10 energy to your Energy Pool. Some Powers use up Energy.

Enhanced (Attribute) (O+)
Every dot enhances one Attribute by one, to a maximum of double its original level.

Exorcism (O+)
When you make an Exorcism roll (page 214), you gain a +2 bonus per dot in Exorcism. You may also exorcise spirits and demons that are not possessing a target at 3 dots, but take a -6 penalty (so a normal roll, at first).

Extra Arms (O+)
Every dot grants extra arms; 1 dot grants 1-2 extra arms, 2 grants 3-4, 3 grants 5-8, 4 grants 9-16, and so on. The limbs must be prehensile enough to grab to count as an arms; legs should be Features (and may not grant extra Speed!), and more arms does not mean more attacks necessarily.

Extra Actions (OO+)
Every dot past the first in Extra Actions grants an additional attack each turn. You suffer a -1 penalty on any iterative attacks, but your opponent still suffers the -1 Defense penalty each time. You may perform any action you like during these actions, and certain slow actions may take less time.

Extra Defenses (O+)
Every dot grants a special bonus to Defense that only activates once they've been attacked. Such a character does not lose Defense for a number of attacks equal to their Extra Defenses dots; someone who is attacked 3 times and has 2 dots in Extra Defenses applies their full Defense the whole time.

Features (O+)
Each dot grants you a special feature that grants bonuses you work out with the Storyteller, such as extra legs for stability, gills that you can use when you want, or longevity.

Flight (O or OO)
The character can glide at his Speed for 1 dot or truly fly for 2 dots.

Flunkies (This falls under Retainer)

Force Field (OO+)
Each dot past the first in Force Field grants you 3 armor so long as the field is active. If this armor is penetrated, it loses 1 armor effectiveness. It regains 1 armor per hour it is inactive.

Healing (O+)
Every dot in Healing allows for the downgrading or healing of 2 wounds. Downgrades must be Aggravated or Lethal, while healing must be Bashing. It takes 2 downgrades to heal Aggravated to Lethal, 1 to downgrade Lethal to Bashing, and 1 to heal Bashing.

Heightened Awareness (?)
You gain a +1 bonus per dot to checks to notice things that are out of place.

Heightened Senses (O+)
You gain a special sense or a heightened sense per dot in this Power.

Invisibility (O+)
Every dot grants invisibility to one sense. Sight and Hearing invisibility cost 2 dots. A character may turn off their Invisibility.

Item of Power (O+)
Every dot in Item of Power gives you an Item of Power with its own Powers. The Item gains 2 dots of Powers per dot, but it can be stolen and used against you or your goals.

Item of Power (Wielding) (O or OO)
For 1 dot of Wielding, only individuals fulfilling a certain requirement can use it; this can remove yourself from wielding it depending on circumstances! For 2 dots, only you can wield it.

Jumping (O+)
You may double your jumping distance each time you put a dot in this Power.

Magic (O+)
Every dot in Magic grants you 3 dots in Powers. However, all your Powers bought with Magic cost 2 Energy per dot in the Power, and must fit some sort of theme (no matter how whimsical or exotic). Some Powers (such as Energy Bonus) are inappropriate for Magic in most circumstances.

Massive Damage (O+)
Every dot adds an extra point of damage each time you hit with an attack, as though you rolled one more success.

Mechanical Genius (O+)
Every dot in Mechanical Genius halves the time it takes to repair or build a machine.

Organizational Ties (Allies and Status are this role)

Personal Gear (Wealth)

Pet Monster (has its own rules system, in another post)

Place of Power (O+)
Each dot in Place of Power grants a bonus to a Place of Power. There are Size and Energy benefits. A dot in Energy adds 10 Energy to be provided, recovering at a rate of 1 per dot per hour (thus fully recovering in 10 hours). A dot in Size increases size, starting at closet, then going to room to house to city block to village to a city.

Pocket Dimension (Fixed) (O+)
A Fixed Pocket Dimension is in one specific place. This can represent a bag with more room than it appears to have, for example. Every dot adds to its size (See Type, below, for size rules).

Pocket Dimension (Type) (OO+)
A Type Pocket Dimension is in a class of object; any mirror or any car, for example. Every dot adds to its size, starting at closet, then going to room to house to city block to village to a city.

(Power) Defense (O+)
Every dot in this Power grants a +1 bonus to Defense so long as you can use the Power it is linked to for defensive maneuvers. Teleport is a good example, but so is burning an arrow to ashes.

Regeneration (O+) (replaces Quick Healing)
Every dot in Regeneration halves recovery time for a wound, to a minimum of 1 turn.

Reincarnation (removed)

Rejuvenation (O+)
You can regain a number of Energy points or recover wounds equal to the dots in this Power. Wounds must be downgraded first before they can heal (counts as 1 Energy point per downgrade or heal); you must recover wounds at the farthest right first. As with healing, 2 downgrades downgrade an Aggravated, 1 downgrades a Lethal, and 1 heals a Bashing.

Servant (Retainer)

Sixth Sense (O+)
You gain an additional sense, something that can pick up a type of creature, object, or other phenomenon (detecting chaos or evil, for example).

Special Attack (has its own rules system, in another post)

Special Defense (replaced by Features)

Special Movement (O+)
You gain a special movement from the book for every dot in this Power.

Speed (O+) (replaces Fleet of Foot)
Increase your Speed by 1 factor for every dot in this Power (double at 1, triple at 2, etc.).

Spirit Ward (O)
You gain the ability to use Exorcism to ward areas from spiritual attack or intrusion.

Swarm (removed)

Telekinesis (?)


Telepathy (?)


Teleport (?)


Train a Cute Monster (?)


Transmutation (?)


Tunneling (removed)

Unknown Superhuman Power (O+)
You can put any number of dots into this Power. Upon reaching a certain Storyteller-chosen point, you regain those dots + 50% of the ones you spent, rounded up. These extra dots are given to you by the Storyteller and put in certain Powers for the sake of the game. You may spend the rest as Power Merits at your leisure, but they must be spent immediately.

Water Speed (O)
You may move your full Speed in water.


(More to do, taking a break)
Tentacle Grape Soda. I'm serious.
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