Combat Flowchart:
Start: (determine Intiative)
\
Player Attacks (roll ACV; pay energy cost)---------ACV die roll fails (no effect)
\
ACV die roll Succeeds )----Defender
Dodge die roll succeeds (no effect)
(target may stand, dodge, shield, or counterattack
\
Defensive die roll fails (health loss assessed)
(Based on The Sailor Moon RPG by Guardians of Order)
The combat procedure in BESM is fundamentally quite simple. Each combat is divided into a series of rounds, each round following the procedure: Initiative; Attack; Defend; Damage. Each combatant has one attack and one defense action in a round. Note that players may speak and banter freely during the round.
Initiative determines the order in which combatants move. Each combatant rolls a d6 and adds it to her ACV, highest total moving first. Ties move simultaneously. The player whose phase it is may Attack, Hold, or perform a Non-Combat Action. A player who has held may act later in the round, announcing it after another player has completed her phase. A Non-Combat Action may consist of anything not directed at an opponent, including tending a comrade or fleeing the fight.
Attack is simple: the attacker nominates a target or targets and rolls her ACV or less to hit. See combat modifiers table below. If she rolls above her ACV she misses and no further action ensues. If she hits, go onto Defense. Attack types include unarmed attacks, martial arts, hand to hand weapons, ranged weapons, thrown objects, and, especially, energy blasts.
In Defense, the defender has several options: Stand, Counterattack, Shield, or Dodge. Also, in this phase, any friend of the defender may, before she acts, Cover, Shield, or Counterattack for her.
Stand means do nothing: go onto Damage. Shield acts as a protection, but counts as the target's Attack action for the round. It can be applied against any number of attacks at full value.
Counterattack means the defender will use her energy blast to counter that of her opponent; this cannot be used to counter hand to hand attacks, but only ranged ones. This counts as the defenders attack action for the phase. The defender rolls her ACV as if she were attacking. If she hits, the two attack powers, the original attack and the counterattack are compared and the smaller subtracted from the larger. The remainder is accessed against the target, either the original defender or the original attacker. If the counterattack roll fails, it has no effect.
Shields and Counterattacks by friends work in the same way. These count as the friend's attack for the phase.
Dodge is a defense action: if the target wishes to dodge, she rolls her DCV or less. If she succeeds, she escapes harm; if she fails, she is hit. The dodge may be attempted against any number of attacks, but there is an unfavorable modifier for every succeeding dodge, see combat modifiers table below. Thus a combatant may prefer to stand in a given phase, to save her dodges for later, more dangerous, attacks. Dodges do not count against attacks and may be combined with Counterattack or Shield.
Cover is a defensive action, a person who covers may not dodge. Cover refers to throwing oneself in front of the target, taking the hit for her. Cover may be combined with Shield or Counterattack.
Damage: the value of the attack power is added to the attacker's ACV for the Damage Total. The Shield, armor, and force field values of the target are totaled and subtracted from the Damage Total and the remainder subtracted from the target's Health. If health drops below 0, the target is badly injured. If health becomes negative, the target is dead.
Note that a die roll of 12 is always a failure, regardless of CV and modifiers, and 2 is always a success. A die roll of 2 is a critical success and inflicts increased damage.
Energy can be used to boost stats or health. 10 Energy will raise one stat (Body, Mind, or Soul) by 1 for ten minutes. 5 Energy will raise health by 1. Note that Energy can be used in this way to sustain a dying character, and that other players may assist a friend in this way. If a character's Energy drops below 0, she loses consciousness. Health and Energy are regained at an hourly rate, whereas combat rounds are 1-10 seconds each. Therefore, a character cannot normally regain either during combat. Health is regained at a rate equal to the character's Body stat, whereas Energy is regained at the average (rounded down) of Mind and Soul.
Combat Modifiers Table:
(Note that these are DR modifiers, therefore -1 is good, +1 is bad)
Target is behind cover | +1 |
Target is far off (ranged attacks only) | +1 |
Vision impaired (darkness, fog etc) | +2 |
Target is surprised | -1 |
Target is gigantic | -1 or more |
Attacking 2 targets with an attack | +1 |
Attacking 3-4 targets | +2 |
Attacking 5-8 targets | +3 |
Attacking 9-12 | +4 |
Dodging a 2nd attack in same round | +2 |
Dodging a 3rd attack in same round | +4 |
Dodging a 4th attack in same round | +6 |
Total defense (no attack, may move) | -2 |
Aiming at target (takes full round) | -1 |
Targeting vital spot (2 x damage) | +4 |
Disarm target (ranged) | +4 |
Disarm target (hand-to-hand | +2 |
Grab Weapon | +4 (def -1 on dodge) |
Fighting while grabbed | +2 acv & dcv unarmed
+4 if using a weapon |
Pinned (no acv or dcv) | +3 vs escape |
Grabbing & Grappling
Compare rolls ACV+Wrestling+Elasticity vs DCV+wrestling+elasticity (modify
for extra limbs)
Grabbed victim is at +2 acv/dcv if unarmed, +4 with weapons UNLESS
the victim has 4 levels greater Strength or BODY. To escape a grab, the
victim must beat the grabber in a BODY vs BODY roll. The grabber may, in
the NEXT round squeeze, strangle, or pin the victim; success is automatic
unless the victim escapes. Effect of a squeeze is acv+mods. A pinned victim
may not attack, defend, or use any power requiring a gesture; she may attempt
to escape at +3.
Combat Example:
Jadeite (ACV 8, DCV 6, Attack Power 60) is fighting Sailor Moon (ACV 6, DCV 5, Attack 30), Sailor Mercury (ACV 6, DCV 4, Attack 15, Shield 10), Sailor Mars (ACV 7, DCV 5, Attack 15), and Tuxedo Mask (ACV 7, DCV 5, Attack 15). Jadeite rolls a 6 for an initiative of 8+6=14. Sailor Moon rolls 1 for 1+6=7, Mercury 3 for 3+6=9, Mars 2 for 2+7=9, and Tuxedo Mask 5 for 5+7=12. The phase order is Jadeite, Tuxedo Mask, Mercury and Mars, Sailor Moon.
Jadeite hurls his Dark Energy Attack at Sailor Moon, costing 20 energy, and rolls 8 on 2d6 to hit. Mars announces a counterattack (5 energy), but rolls an 8, missing. Sailor Moon declares a counterattack (costing 10 energy) and rolls a 5, hitting. Her attack of 36 (30+6) is subtracted from Jadeite's 68 (60+8), reducing it to 32. Mercury declares a shield for Sailor Moon, paying 5 energy. Sailor Moon attempts to dodge, rolling a 6 on 2d6, failing her DCV roll. She is hit. The 10 of Mercury's shield is subtracted from Jadeite's 32, reducing it to 22. 22 is subtracted from Sailor Moon's Health.
Tuxedo Mask announces a Rose Strike on Jadeite. He pays 5 energy and rolls a 7, hitting. Jadeite attempts to dodge but rolls a 7, failing. Jadeite's health is reduced by 15.
As Moon, Mercury and Mars have already anticipated their attacks, the round is over. A new round begins with initiative rolls.
Mental Combat
Mental Combat, which includes illusions, mind attack, and mind control, is handled slightly differently from normal. The attacker's MIND is used instead of her ACV, and the defender's MIND instead of her DCV. Normal penalties apply for attacks on multiple targets.
Example: Prince Diamond, with a Mind of 7 and Level 5 of Mind Control is attempting to use Mind Control on Sailor Moon who has a Mind of 3 and Soul of 11; this is a Level 4 attack. He must roll a 7 or less to hit; she must roll a 3 or less to resist.
Stat Checks
To determine the outcome of an action, the char makes a stat check against the appropriate stat, Body, Mind, or Soul. The GM may assign die modifiers according to the difficulty of the action. If the char rolls equal to or less than his stat, he succeeds. In contested outcomes, when several chars are working against or in competition with each other, the results are compared, the char who achieved the largest difference being the most successful.
Example: Usagi (Mind 3), Ami (10), Makoto (4), and Minako (5) are taking an exam. Minako rolls a 6 and fails. Usagi rolls a 3 and passes. Makoto also rolls a 3, but does better than Usagi because her Mind is a 4. Ami only rolls an 8, but does better than Mako because 10-8 is higher than 4-3. The outcomes are Ami, Mako, Usagi, Mina.
Stat checks are modified if the char possesses an appropriate skill.