BESM: Design Ability / Weapon
Design a custom Attribute or Weapon for BESM 4th Edition, with clear Enhancement/Limiter math and a table-format writeup.
Inputs to Gather
- •Concept (what it does in-fiction)
- •Type (Weapon vs Attribute) and intended use (damage/defense/utility/control)
- •Any required restrictions, costs, or drawbacks (good candidates for Limiters)
- •Point budget or campaign power level
References (read as needed)
- •
Rules/Attributes.md - •
Rules/Combat_and_Damage.md - •
Rules/Weapon_Enhancements.md - •
Rules/Weapon_Limiters.md - •
Rules/Attribute_Enhancements.md - •
Rules/Attribute_Limiters.md
Core Math (use explicitly)
- •Effective Level = Assigned Level - Enhancement Assignments + Limiter Assignments
- •Final Cost = Effective Level × (points per level for the base item)
Workflow
- •Choose the closest existing base (Attribute or Weapon) and set Assigned Level.
- •Add Enhancements for desired effects; track assignment counts.
- •Add Limiters that match the fiction; track assignment counts.
- •Compute Effective Level and final cost; ensure Effective Level is valid for the build.
- •For Weapons, compute damage using the campaign’s DM/ACV assumptions.
- •Provide a short usage example and GM-facing balance notes.
Output Template
code
# [Name] **Type:** [Weapon/Attribute] **Concept:** [1-2 lines] ## Base - Base: [Attribute/Weapon] Level X - Points/Level: X ## Enhancements | Enhancement | Assignments | Effect | |---|---:|---| | ... | ... | ... | ## Limiters | Limiter | Assignments | Effect | |---|---:|---| | ... | ... | ... | ## Cost - Assigned Level: X - Enhancements: -X - Limiters: +X - Effective Level: X - **Final Cost:** X points ## Usage / Combat [If Weapon: damage formula + range + special effects] [If Attribute: activation + duration/area/targets as relevant] ## Example [short narrative example] ## Balance Notes [what it competes with, failure modes, suggested tweaks]