Mechanical/Magical Genius 2/level Special Attribute This attribute replaces the Mechanical Genius attribute from the BESM 2e book. The character is a veritable genius at making up new spells on the fly, absorbing new spells from spellbooks and ancient scrolls, and otherwise constantly changing his or her arsenal of hot flaming death. For each level of this attribute, the Genius may alter attributes of one level bought with the Magic/Psionics/Technology attribute. IE, if a character possesses level 3 Mechanical Genius, and has purchased a level 3 ECM Suite through the Technology attribute, the character may later decide to swap it out for three CP worth of other attributes. In no case may any of the attributes you are swapping exceed the number of levels you have in Magical/Mechanical Genius. IE, if you swap out 3 levels of 10/level Teleport and only have level 3 Mechanical/Magical Genius, you may swap in 30 CP worth of attributes, but none of those attributes may be higher than level 3. Magic/Psionics/Technology 4/level Special Attribute This attribute is identical to the Magic/Psionics attribute in the BESM 2e book, with the addition of Technology, one extra attribute, and new rules for psionics. Technological artifacts are treated in the same manner as Magic and Psionics. Whether created through Mad Science!, Science!, or just plain old science, they accomplish magical effects in accordance with Clarke's Law. To this end, a new attribute may be added. Supreme Focus. The 'spell' permanently resides in an object. A single object, or small collection of objects. In any case, without the complete focus, the 'spell' will not function, or at the GM's discretion, will function only partially. In exchange, the 'spell' has no energy cost. Note that this _IS_ appropriate for magical artifacts. This will essentially replace the Item of Power attribute, and will allow you to create things such as magical wands, cloaks of invisibility, and other nifty magical gadgets. You may also choose to have multiple powers resident in a single Supreme Focus, for more complicated items, such as a wand with five possible attacks. There is no bonus or penalty for this, as losing that one focus will cost you _all_ of the attacks. Note that Psionics have no equivalent "Genius" attribute. This is because, as a rule, one's psionic powers do not change. If the GM feels it is appropriate, he may allow a Psionic Genius attribute, but this writer believes that it is better to compensate the Psion another way. Psionic powers are, by default, Silent and Still. This causes a x4 increase in the initialization cost of the power. For the Psion, the first of Silent or Still is 'free', it does not increase the initialization cost of the power. These rules are an ongoing experiment, and thus subject to change at any time. Conflicts with new rules must be resolved with the GM in question. Suggested Methods: From Brett Schimmel: The GM should be in charge of making spells/machines and making them available to the players, if the players are capable of switching them out like this. Maintain what is, in essence, a spellbook, from which you may only have a certain number of spells/machines prepared, based on the number of points you have.