BIG EYES, SMALL MOUTH OVERVIEW
 

"Big Eyes, Small Mouth" (typically abbreviated BESM) is a highly flexible roleplaying game system published by Guardians of Order. Although created with anime in mind--it's title playing off the stereotypical character design of anime and manga--it can be used for almost any type of roleplaying game setting or genre.   

Rolling dice in BESM
All dice rolls in BESM are made with two six-sided dice (2d6), just like the ones that come with most board games. Only on certain occasions are players required to roll dice, such as when a character wishes do something out of the ordinary or when combat is unfolding. Otherwise, players and GM focus on roleplaying and keeping the story moving and a fun and fast pace.

Stats in BESM
There are three primary stats in BESM, which represent your characters innate abilities.  

BODY- Body represents everything physical about a character. Health, strength, endurance, dexterity, and speed--anything related to physical activity--are all covered by the Body Stat.  

MIND- Mind represents everything mental about a character. Mind represents the ability to learn, make judgements, solve puzzles, and be aware of dangers in the surrounding area.  

SOUL- Soul represents everything qusai-spiritual about your character. Self confidence, willpower, focus, fate and balance with the universe are all covered by the Soul Stat. Most things relating to the supernatural and things that tax a character's inner strengths or morals relate to the Soul Stat..   

When creating characters, players get a number of points (assigned by the GM, based on the power level he or she wants in the game) to assign to stats. Stats can never go above 12.  

 Stat Ratings and Descriptions
1: Inept
2: Significantly below average
3: Below average  
4: Average human adult  
5: Above average  
6: Significantly above average  
7: Highly capable  
8: Extremely capable  
9: Best in the land  
10: Best in the world  
11: Legendary ability  
12+ : Best in the universe   

Attributes in BESM
Attributes are defining traits, and abilities that are not covered by stats. Things the character has learned, inborn abilities, special powers and equipment are all covered by attributes. Attributes are ranked from 1 to 6, and each one cost a certain number of Attribute Points per Level. The number of attribute points you have is assigned by the GM, based on the level of power he or she wants in the game. Chose attributes that are relevant to your character, and fit the setting.   

Derived Stats in BESM
Combat Value- Combat Value governs all aspects of physical combat, including a character's skills in attacking, defending, and delivering damage. There are two separate components of Combat Value. Attack Combat Value and Defense Combat Value. Combat Values are figured as follows:   

Attack Combat Value= Body+Mind+Soul/3
Defense Combat Value= ([Body+Mind+Soul]/3)-2   

Health Points- This score represents the amount of injury a character can suffer before dying (or falling unconcious, depending on the nature of the setting). The Health Point score is figured as follows:   

Health Points= (Body+Soul)*5   

Energy Points- This score represent the reserves and fortitude your character has at his or her disposal when attempting to accomplish difficult tasks. Energy Points are used for boosting a Stat for the duration of a single action, or to power magical and psionic talents, if such exist in the setting. The Energy Point score is figured as follows:   

Energy Points= (Mind+Soul)*5   

Doing Things in BESM
When a character performs a task that is not routine--balancing on a narrow bridge over a river instead of strolling down the sidewalk-- the GM asks the player to make a Stat Check. A Stat Check is done by rolling 2d6 against a specific Stat. The result must be under the Stat. If it's an easy task, the GM will assign a negative modifier, making it easier for you to succeed. If it's an hard task, the GM will assign a positive modifier, making it harder for you to succeed. Also, there are two circumstances which always take precedence. If you roll a 2 on any roll, you automatically succeed. If you roll a 12 on any roll, you automatically fail.   

Skill Usage in BESM
A skill check works much like a Stat check. Skill Checks need to be LOWER than the attribute being rolled against to be successful. In BESM, the lower the number rolled, the better the result. Skill levels are SUBTRACTED from the die rolls, while situational modiers are ADDED. .   

Combat in BESM
Combat follows a basic pattern of events. Combat happens in a series of segments called Turns. There are three steps to resolving a combat turn.  

Step 1: Initiative
Step 2: Character Actions (Attack, Defend, Other)
Step 3: Resolution (Assign Damage, Heal, Finish Combat, Other)

Step 1: Initiative To do Initiative, you roll 2d6, and add the result to your Combat Value. You want to roll high.   

Step 2: Character Actions
Characters can take One Action per turn. This action can be one of several things. Attack- To attack, you roll 2d6 under your combat value. If you succeed in your roll, the character delivers damage to the target. Base damage inflicted equals the attacker's Attack Combat Value, with Attributes and weapons weilded providing modifications to this number.  

Defending- You can defend against one attack per round (or two, if you sacrifice your main action). To defend, you roll 2d6 under your Defense Combat Value. If you succeed, you've completely defended against the attack, and you take no damage. If you fail, you take normal damage.   

Other- Other actions include anything that's not an attack or defense. Healing someone, fleeing the battle, negotiating, or delivering an inspirational speech are all examples of "Other" actions. However, saying a few words during combat does not require you to take an "Other" type of action.   

Step 3: Resolution
In the Resolution part of a turn, you apply (or remove, if healed) any damage that was done, adjust your Energy Point total to reflect any were spent or regained, and do anything that would be done afterward. If the battle is not finished, a new turn begins, and everyone goes back to Step 1 (Initiative).



To the BESM Entry Page To the Domain of Fun and Games


Page created by Steve Miller, June 25, 2002. Modified January 25, 2004.