AgentSkillsCN

besm-design-ability

BESM 4e 自定义能力/武器设计师(增强/限制器数学)。复刻 `.claude/commands/design-ability.md`。

SKILL.md
--- frontmatter
name: besm-design-ability
description: BESM 4e custom ability/weapon designer (Enhancement/Limiter math). Mirrors `.claude/commands/design-ability.md`.

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

  1. Choose the closest existing base (Attribute or Weapon) and set Assigned Level.
  2. Add Enhancements for desired effects; track assignment counts.
  3. Add Limiters that match the fiction; track assignment counts.
  4. Compute Effective Level and final cost; ensure Effective Level is valid for the build.
  5. For Weapons, compute damage using the campaign’s DM/ACV assumptions.
  6. 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]