Attributes: Swift Reaction 1/level Normal Attribute For each level of this attribute, the character gains +2 to initiative rolls. Healing 2/3/4 per level Special Attribute This attribute is intended to replace the Healing attribute in the BESM 2e book. For two points per level, the healing period is ten minutes. For three points per level, the period is one minute. For four points per level, the period is one round. Healing maximum is a total amount per day, maximum. It cannot be saved from day to day. The healing per period may be based on one of the three primary statistics instead of a set number. If this is so, the cost of the attribute is increased by one CP per level. The maximum healing per day is always ten times the healing per period. Level: Healing Per Period: Healing Max: 1 2 20 2 4 40 3 6 60 4 8 80 5 10 100 6 12 120 Regeneration 1/2/4/8 per level Special Attribute This attribute is intended to replace the Regeneration and Mecha Regeneration attributes in the BESM 2e book. For one point per level, the regeneration period is one hour. For two, the period is ten minutes. For four, the period is one minute. For eight, the period is one round. Cost may be halved, rounded up, by making the regeneration happen only while resting. Cost may be reduced at GM's discretion for weaknesses, such as being unable to regenerate fire and acid. Regeneration ceases upon actual death. Level: Regeneration Amount: 1 1 percent of maximum health (minimum 1) 2 5 percent of maximum health (minimum 1) 3 10 percent of maximum health (minimum 1) 4 20 percent of maximum health (minimum 1) 5 30 percent of maximum health (minimum 1) 6 50 percent of maximum health (minimum 1) Quick 2/level Unique Character Attribute The character is adept at striking swiftly in battle. For each level of this attribute, the character rolls +1d6 for initiative. Pain Threshold 1/level Unique Character Attribute The character's body is capable of withstanding pain and damage better than a normal person. For each level of this attribute, the character's unconscious and death health totals are lowered by five points. Perfect 4/level Unique Character Attribute The character is just naturally better at everything he or she tries. Every skill roll this character makes gains a -1 bonus per level of the Perfect Attribute. While they may be good natured, generous, and kind, no matter thier disposition, Perfect people tend to accumulate enemies. The character also gains one level 1 Nemesis per level of this attribute, without the associated points. Photographic Reflexes 4/level Unique Character Attribute This attribute may only be purchased at character creation. The character's reflexes and learning speed are simply uncanny. Days after seeing a new technique, the character has figured out how it works, and possibly managed to duplicate it. The character may learn spells or special attacks simply by seeing them in action. In any case, the character may not learn abilities until he has points available on which to spend them, and at least a few days in which to perfect the ability. You may only duplicate abilities of your level of Photographic Reflexes or less. Spectacular Success 6/level When you succeed, you tend to do it in style. The universe just seems to rearrange itself sometimes to make you look exceptionally good. Each level of this attribute extends your critical success range by one. Enigmatic Thinker 3/level For each level of this attribute, once per session, the player may ask the GM one yes/no question. The GM must answer truthfully or perform seppuku. Defects: Can't Do Anything Right 4/level The character just can't seem to do anything right, no matter how simple. All skill rolls are at a +1 penalty, as the universe just seems to despise the character. Spectacular Failure 4/level The character's falures don't come more often than anybody else, but when he does, he fails spectacularly. The universe just can't seem to let you fail in a mundane way. For each level of this defect, your critical failure range is increased by one on all rolls. Competitive Drive 1/level The character has an unceasing drive to be the best in a particular area. It could be archery, it could be melee combat, it could be magic, or anything else. When choosing an area to train in, the character must choose a path directly relevant to the area chosen, if available. At level two, the character must choose to train him or herself in the area when it is not available. Low Endurance 2/level You are only good for short bursts of activity. In any strenuous activity, especially combat, you can only go at full strength for a number of rounds equal to your Body score. Each additional level halves this time, rounding down on the total.