Battle High (tentative title) Timeslot: Tuesday, 1800-2200 CST (-0600 GMT) Battle High is the name of the most elite battle school in the world. Young fighters from all over the world are invited when they enter high school. There, the study not only normal school subjects, but the fighting arts, culminating in the yearly Principal's Favor tournament. The winning team of the tournament is excused from final exams for the year. All throughout the year, teams of students battle to improve themselves, and more importantly, to improve their grade. Each year a videogame is created, the Battle High series, which is the best selling fighting game series ever. Only junior and senior students make it in, but theoretically, anybody who does well enough in the Principal's Favor tournament could make it. Do you have the guts to even try? 35 CP, * SP Ages 13-15, No older. Nonhumans need not apply. If you want to play a werewolf, go play in the World of Insufficient Light. Stat Restrictions: No stat may be over 8. Points 6 and 7 cost 2 CP each, point 8 costs 3 CP. Attribute restrictions: Forbidden: No attribute may be over 4 levels, period. Gun Bunny Mechanical Genius Flunkies Perfect Photographic Reflexes Contamination Dynamic Sorcery Place of Power Precognition Star Flight Space Flight Owns a Big Mecha Changed: (See Below) Magic/Psionics Regeneration Healing Super Strength Telepathy Special/Weapon Attack Special Defense Required: Special/Weapon Attack (Any 2), these two may NOT be magic, nor may they possess the Uses Energy defect. These attacks should form the backbone of all your special techniques to come. Defects: Forbidden: Attack Restriction: Grannies and Children and Innocents Girl/Guy Magnet Nemesis Owned Red Tape Significant Other (Unless it's a pair of PCs made jointly) Skeleton in the Closet Special Requirement Competitive Drive Wanted Awkward Size above 2 Conditional Ownership Hangar Queen Magical Restrictions Restricted Path More than 10 points of defects. Changed: Vulnerability (See below under Special Defense) Required: 2 points of defects. Skills: Use the Martial Arts Genre. Starting skill points are equal to five times your Mind. No skill may be above level 3. Academic skills are not required, but keep in mind, if you don't have them, you may well fail your classes. Background: Extra CP will be available for background, personality profile, character art, etc. There are no set guidelines, and don't expect me to be consistent. If someone wants to draw a logo, this would be appreciated greatly. Changes: The Kensei abilities at http://besm.sandwich.net/EW/rules/kensei.txt are allowed. The Wang-Fu ability at http://besm.sandwich.net/EW/rules/wang-fu.txt is allowed. The Attributes and Defects at http://besm.sandwich.net/EW/rules/unique.txt are allowed except as limited above. Regeneration/Healing: Use the versions presented in http://besm.sandwich.net/EW/rules/unique.txt Telepathy: Mental invasion is no longer possible. Instead, for each level you have above two, you will recieve a -1 bonus to defense rolls against someone whose mind you have contacted. Mind Shield and Strike With No Thought will negate this bonus. Super Strength: Cost increased to 4 for general super strength, 3 in one limb. Magic/Psionics: The "Magic" and "Psionics" attribute are being replaced. Instead, you may designate an attribute as "Magic" or "Psionic" and pay half cost for it. You pay double the CP cost in energy whenever you activate it. This requires one action, and you must shout the relevant technique name. The standard Magic/Psionics modifications are not available. Instead, only one modification may be made to powers, Quicken. The energy cost of the power is doubled, but it does not take an action to activate. The cost of these powers is rounded UP. There ain't no such thing as a free lunch, people. All techniques, whether grouped or single powers, must have a visible manifestation, usually in the form of a 'battle aura' This cannot be bought off. Energy-cost powers can be grouped together as a single 'Technique', which has the distinct advantage of only taking one action to activate. All powers in the Technique become active at the same time, and cannot be separated. This is the offsetting disadvantage. If you want one power from a technique, you cannot choose to activate only that power. The total Technique energy cost is the cost of all the powers that make it up. Special/Weapon Attack: Attacks will be made using the 3CP/level version, with per level damage of 10. All calculations based on total damage are based on the 10/level rather than the 15 for the 4/level version. All attacks must have a distinctive motion and the attack name must be shouted in order for it to have effect. This cannot be eliminated. Linked: Attack is not allowed. Instead, the attack attribute "Combo Attack" will be used. A follow-up attack still requires an attack roll, but allows no defense roll. It may only be attempted if the initial attack of the combo hits. Armor and force fields apply normally. The only way to gain a defense roll against a follow-up attack is through the use of a Combo-Breaker attack. Combo Attack counts as a number of attributes equal to 1 plus the cost of Combo Attack for the preceeding attack. Thus, the first follow-up attack has Combo Attack(1), the follow-up to that must have Combo Attack(2), etc. Combo Breaker: The attack cannot be used normally. Instead, if an enemy uses a Combo Attack, you recieve a defense roll. If you succeed, your Combo Breaker goes off, damages the enemy and has any other listed effect, and the combo cannot proceed. Knockback: A Knockback attack is particularly powerful, not necessarily in sheer damage, but in effect. The character hit by a Knockback attack must make a Body roll at -4 or be knocked back one meter for every 5 damage the attack does. This can be used to achieve a ring-out in some circumstances. Falling off a skyscraper, for example, is generally regarded as a ring-out, regardless of the rules in effect. The body check for this attribute recieves a +1 penalty for each 10 damage of the attack. Counterattack: This attack may be used to counter an incoming attack. Make a roll using DCV and Attack skill. If it defeats the incoming attack, you have successfully counterattacked, and damage the opponent with your counterattack. Counterattack counts as 2 attributes if you can use it only while on Full Defense, and 4 attributes if you can use it any time you are attacked. Note: This attribute will NOT allow a defense roll while on Full Attack. Autofire: As in BESM 2e Revised, this attribute counts as 3 attributes. Accurate/Inaccurate: As in BESM 2e Revised, this attribute gives -/+ 2 bonus instead of -/+ 1. Attacks may be given elemental subtypes such as Fire, Cold, Sonic, Lightning, or others. This does not count as a defect or an attribute, as many characters will have either a weakness or strength against various types of damage. Special Defense: Special Defense is discouraged, instead, Light or Heavy armour specialized against the relevant attack form should be taken. If a character has a resistance, he should also have a corresponding weak point. IE, if a character is strong against fire, he should have a weakness to cold. A 1 point weakness does double damage, while a 2 point weakness does triple. Submission: After making sure your character meets all stated requirements, send it to me at either amakoto@sandwich.net or akodomakoto@boyung.com in the format -.txt The appropriate format for a character sheet can be found at http://besm.sandwich.net/EW/BESMCharacterSheet.txt and an example of how to fill it out can be found at http://besm.sandwich.net/EW/characters/Yonjuuni-Cara.txt