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Quick and Dirty Tri-Stat dX 2.0.

This conversion guide for Tri-Stat dX from a roll-low to roll-high system requires the BESM 3rd
Edition rulebook and to some extent the assumption that you have downloaded the free copy of
Tri-Stat dX.
For those unfamiliar with the dX system, X represents the die the game relies upon. BESM 3rd
Edition represents the d6 incarnation with an emphasis on anime style gaming. Essentially, the
rules are the same; however, there are minor adjustments between the two, chiefly the ability to
scale the die mechanic.

Power Level (dX) and Character Points


Sub-Human (d4) 50-149 Points
Human (d4/d6) 150-249 Points
Heroic (d6) 250-499 Points
Post-Human (d8) 500-699 Points
Superpowered (d10) 700-999 Points
Inhuman (d12) 1,000-1,999 Points
Godlike (d20) 2,000+ Points
Stats may equal 2X. Above this limit, they cost 20 points each, if GM allows the purchase.
The attribute progression table for Time must be changed at Rank 16 and above so that powers
can continue to increase by a factor of 10. For all intents and purposes, however, these values
are indistinguishable for characters in most campaigns.
All attributes equal X with the following exceptions:
Attributes with the Variable or Special level descriptor are unaffected along with Insubstantial.
Attributes whose level can be equal to twice X without GM approval:
Combat Technique
Energy Bonus
Features
Force Field
Sixth Sense
Spaceflight
Weapon
Attributes whose level can be equal to four times X without GM approval:
Armour
Special Defence

Skills may equal X without GM approval.

Missing Attributes from Tri-Stat dX updated to BESM 3rd Edition


Unless otherwise noted, Attributes can only be taken up to Level X.
Adaptation*
Cost: 2 Points/Level
Relevant Stat: Body
Progression: Linear; +1 environment each Level
The character is capable of surviving a number of environments that are otherwise hostile to the
average person equal to the number of levels he or she possesses in Adaptation. Examples
include: acidic/basic liquids, extra-dimensional, extreme pressure, intense cold/heat, noxious
gasses, radiation, underwater (includes breathing). For non-human characters, none of these
restrictions apply for conditions that are deemed their natural habitat. Such an individual would
have to take Adaptation (Earth Atmosphere) if it would otherwise be toxic to his race. This
attribute does not allow survival in extreme conditions, such as low- to no-oxygen environment,
such protections require levels in Special Defence.
The Attribute also provides 1 point of Armour against environmental conditions or attacks that
are similar to the adapted environment. To illustrate this, Adaption (Heat) provides Armour
when exposed to desert heat or fiery attacks; similarly, Adaption (Pressure) has Armour when
deep-sea diving or crushing attacks. In most natural Earth-like environments, the Armour
essentially functions as protection from the elements. Note that a character with Adaptation is
not immune to the effects of the chosen environment; he or she is able to tolerate it. Attacks that
use the Adapted environment still cause damage as they are more concentrated (therefore lethal)
forms of the condition. Characters that are partially or fully immune to such conditions should
take levels in Special Defence instead.
Animal Friendship
Cost: 2 Points/Level
Relevant Stat: Soul
Progression: Special
A character with this Attribute has an unusual, instinctive empathy towards animals. On a
successful Soul Stat check, the character can befriend an otherwise hostile or even ferocious
animal. For example, this would allow a character to get past a police dog or guard dog.
Utilizing this ability requires behaving in a calm and friendly manner; a friendship cannot be
made if the character or his or her friends have already attacked the animal. An animalis
defined as a natural creature with Intelligence of 1-2 that lacks the ability to communicate via a
structured language (that is, it cannot speak).

The GM can apply difficulty penalties or bonuses to the Soul Stat check based on the characters
actions and the situation. For example, the dice roll modifier could be -4 if the animal is
especially fierce or very loyal to its current owner, or +4 if the characters just saved the animal
from some nasty fate. When befriending a pack of animals, a dice roll penalty of -2 is assigned
for two animals, -4 for 3-4 animals, -6 for 5-8 animals, -8 for 9-16 animals, and higher penalties
for larger packs. If the attempt fails, the animal(s) may attack, threaten the character, or slink
away, depending on its nature. A second attempt is usually not possible within a short period of
time. If an animal is befriended, it will let the character and companions approach it, and will
not attack or act aggressively unless it or the members of its pack or family are threatened. At
the GMs option, it may be affectionate enough to want to follow behind the character or
somehow assist him or her.
An animal that has been befriended simply likes the character. Actual training of the animal
takes time and requires the application of Animal Training Skill. The characters Rank in this
Attribute (round up) is added to his or her Handle Animal Skill.
Rank 1 +1 to the Animal Training Skill.
Rank 2 An additional +1 modifier is applied to the Soul Stat check. +2 to the Animal Training
Skill.
Rank 3 An additional +2 modifier is applied to the Soul Stat check. +3 to the Animal Training
Skill.
Rank 4 An additional +3 modifier is applied to the Soul Stat check. +4 to the Animal Training
Skill.
Rank 5 An additional +4 modifier is applied to the Soul Stat check. +5 to the Animal Training
Skill.
Rank 6 An additional +5 modifier is applied to the Soul Stat check. +6 to the Animal Training
Skill.
Astral Projection
Cost: 5 Points/Level
Relevant Stat: Mind or Soul
Progression: Fast
The character can leave his or her real body behind, in a trance or asleep, and travel in the form
of a second, ghostly, astral body. According to some psychic theories, everyone has an astral
body, but only certain individuals can detach this body from its physical form. In anime,
powerful sorcerers or psychics often possess Astral Projection.
The astral body is normally invisible and can only be seen by other astral travellers or individuals
with special senses (see Sixth Sense). The astral body is intangible, and can pass through walls
or other solid objects, walk on air or water, or perform similar ghostly feats. A characters astral
body cannot affect the material world in any tangible way such as making a physical attack. An
astral character can interact normally with another astral character, however.
Most attacks will pass through an astral body without harming it. An astral character is
vulnerable to nonphysical attacks such as Exorcism, Mind Control, Telepathy, or Weapon with

the Multidimensional or Psychic Variables. He or she may also use these attacks on solid
individuals, but each such attack costs 5 Energy Points in addition to any Energy Point cost the
attack normally has. Any damage or other injury that is somehow inflicted upon an astral body
will apply to the original body as well.
An astral body moves at the characters normal speed, although it can also levitate or move
through water or space. If the character has other movement related Attributes (such as Land
Speed, Flight, Spaceflight, or Superspeed) that grant faster than normal speed, his or her astral
body can also utilize them. A character with high levels of Astral Projection can make his or her
astral body travel faster than his or her normal speed. This also applies to other forms of
movement. When an astral body is moving at a multiple of the characters normal speed, the
normalworld blurs and he or she cannot clearly perceive objects or entities that are not astral.
For example, in game terms, this means a character travelling at 10 times normal speed could
rapidly move from place to place through the astral plane, but would have to slow down in order
to explore a particular area. A character can always choose to use Astral Projection at a lower
level (moving slower than the maximum speed), if desired. At the GMs option, an astral body
may be able to cross inter-dimensional barriers that would otherwise be impassable such as oneway Dimensional Portals.
A characters astral body may not carry anything realwith it, but, if desired, may appear
clothed. It may also have a consistent but different appearance than the characters normal body.
This may be because the astral body is a reflection of a true, future, or idealized form. If the
character wishes to awaken from his or her astral-travelling trance, the astral form reunites
instantly with his or her material body.
Addition / Clarification:
A character using Astral Projection while in a trance may still be aware of their original body. In
order to speak, understand the speech of others, or assess the situation without losing
concentration, the character may attempt a difficult (Mind or Soul) + Astral Projection check.
Sleeping characters using Astral Projection do not gain this option. Instead, make a normal
(Mind or Soul) + Astral Projection check. If successful, using Astral Projection does not disrupt
rest, otherwise time spent using Astral Projection does not also count as restful sleep.
In both of the above cases, while using Astral Projection a character's physical body counts as
defenseless.
Art of Distraction
Cost: 3 Points/Level
Relevant Stat: Soul
Progression: Linear; +1 bonus each level to Soul Stat rolls
Art of Distraction may represent oratorical ability, innate charisma, or even a beautiful or
resonant voice. This Attribute allows a character to distract a number of people or animals at a
critical moment, provided he or she has some method of communicating with them (for example,
talking, dancing, television broadcast, illusionary image, written word, etc.) If the character is

trying to directly distract a potentially hostile group, such as an angry mob or a group of security
guards, his or her Level dictates how many people are distracted. If the character has an
audience that is already prepared to listen, the Level determines the percentage (5% per Level)
that is distracted or moved enough to take action, whether that involves buying the characters
next CD, donating money to a charity, or voting for the character in an election. A character
may use Art of Distraction a number of times per game session equal to its Attribute Level.
If multiple people with this Attribute work as a team, the total number of people distracted is
added together.
Art of Distraction has the following Default Variable Ranks: Area 3, Duration 1, Targets 0.
Combat Technique
New Technique: ACV Knockback
This technique is only available in campaigns that use Knockback rules. The character is
proficient at maximizing the distance that he or she knocks opponents back after a successful hit.
The character adds his Attack Combat Value, in meters, to the knockback distances inflicted
upon the target of a successful hit.
Combination Attack
Cost: 4 Points/Level
Relevant Stat: None
Progression Linear; the character can combine attacks with +2 other characters each Level
Through training, characters can learn to combine their attacks (usually through the Weapon
Attribute) into a frightening display of power. The characters involved must possess both
Combination Attack Attribute and the Weapon Attribute for this to work. The number of
characters that can combine their attacks is dependent on the lowest Level of Combination
Attack possessed by a character; he or she can combine with up to 2 other characters for each
Level. For campaigns that use Energy Points, there is an Energy Point cost associated with the
Combination Attack: 2 Energy Points per person involved in the attack. Each character pays this
cost separately.
The attack takes place on the Initiative of the character with the lowest Initiative. The character
with the lowest Attack Combat Value makes the attack roll for the entire group (combat Skills
are not applied). The target has a defence penalty of -1 per character involved in the attack. If
the attack succeeds and the defender fails or does not attempt a defence, the damage dealt by
each character is doubled.
Contamination
Cost: 4 or 8 Points/Level
Relevant Stat: Body or Soul
Progression: Time reversed, starting at 1 month at Level 1 (1 month, 1 week, 1 day, 12 hours, 4
hours, 1 hour, etc.)

This Attribute represents the characters ability to transform other people (or animals, or objects)
into entities like him or herself. Frequently, this victim can then contaminate even more people.
The method should be specified when the character is created. It might be similar to myths
behind the vampire legend the characters blood carries a plaguethat, when ingested,
mutates the person over a matter of hours or days. Alternatively, the character might lay an egg
or seed (real or metaphorical) in the body of his or her prey, which will later hatch within the
victim, killing him or her as a new monster is born. The character might even need to perform
some special ritual that alters the victim. Whatever the case, the conditions under which the
victim can become contaminatedmust be specified.
Contamination - Difficult costs 4 Points/Level. The victim must be willing, unconscious, or
restrained for deliberate contagion to occur, or the target must perform an unusual activity (such
as eating a morsel of the characters flesh). This could also represent a situation where the
victim must be tricked into doing something, such as signing a pact with a demon.
Contamination - Easy costs 8 Points/Level. The contagion might be similar to a traditional
werewolf attack, where a scratch or bite results in a victim becoming a werewolf. The GM can
add special conditions, limitations, or effects to ensure that becoming a monster is a curse and
not a blessing.
Contamination should also be specified as based on Body or Soul. Body-based contamination
can be reversed (before it runs it course) by the Healing Attribute. Soul-based contamination can
be reversed (before it runs its course) by the Exorcism Attribute.
The higher the Level of Contamination, the faster the transformation occurs. There should
always be some means of curing or delaying the eventual mutation, however. Possible cures
include the death of the creature that inflicted the contaminant, radical surgery, blood
transfusion, or a successful mystical healing/exorcism.
The GM will decide whether a player character who is turned into a monster remains in the
players control or is reclassified as an NPC. Any retention (dreams, memories, etc.) of the
victims former existence depends on the nature of the contamination and whether the victim has
been transformed,devoured,or rebornin the process. A person who has been
successfully contaminated will usually gain a certain number of Attributes paid forby
assigning new character Defects (often including Cursed, Ism, Marked, and Owned the last
one representing servitude to his or her new master). Usually the mutation will result in a
monstrous form similar to that of the character responsible. Thus, a spider alien that laid an egg
in its victim may produce another spider alien, the victim of a vampire will grow fangs, etc. The
GM should be wary of potentially undesirable possibilities such as a werewolf character
infecting the entire group of characters, thereby creating an entire group of werewolves.
The Contamination Attribute usually allows the creator or mother some measure of control over
the newly transformed character. In these instances, the Level of Contamination is added as a
favourable modifier to any Mind Control attempts performed against the subject. A variation to
Contamination inflicts the target with some sort of curse or disease, rather than transforming him

or her into a different type of creature. Examples of these afflictions include rapid ageing,
debilitating diseases, sensitivity to specific elements, etc.
This Attribute only has 10 Levels. It has the Default Variable Rank of 0 for Area, Duration and
Targets.
Force Field
New Custom Restriction: Full Impact
This Restriction is only available in campaigns that use Knockback rules. Whenever the
character is hit with an impacting physical attack, he or she can feel the force of the attack
though he or she may not receive any damage. Consequently, the character is affected by the
attacks full Knockback value, before the damage is reduced by the Force Field.
Gadgeteer
Cost: 5 Points/Level
Relevant Stat: Mind
Progression: Slow Progression Chart, starting at 2 times normal building rate
The character has an innate knack for creating, modifying, and working with machines. This
Attribute does not merely represent someone well versed in mechanical skill, but someone who
has a natural talent for mechanisms, no matter how complex. Such a person could flip through a
technical manual for a newly developed device and gain an understanding of it in about 30
seconds to a minute. Such characters often have high Levels in Electronics and Mechanical
Skills as well.
Characters possessing this Attribute can also build and modify new Items at unbelievable rates,
so long as they have the parts and workspace to do so (even if the Item is not owned by them).
For game play, this translates into an ability to take any technological Item and exchange
Attributes and Defects so long as the point value of the object is unchanged. The character can
also build Items, but must still allot the appropriate number of Character Points to do so.
This Attribute can also describe Magical Gadgeteers,characters who can modify magical
Items rather than technological ones.
Immovable*
Cost: 2 Points/Level
Relevant Stat: Body
Progression: Linear; +10 meter Knockback reduction each Level
This Attribute is only available in campaigns that use Knockback rules. Characters with this
Attribute absorb physical impacts better than the average person, reducing the distance by which
they are knocked back from impact attacks and forceful blows. If a Weapon or melee attacks
Knockback distance is reduced to zero or below, the target has successfully absorbed the impact
of the entire attack (but the attack still inflicts damage).

Immunity
Cost: 10 Points/Level
Relevant Stat: Body
Progression: Descriptive
With this attribute, the character is completely immune to damage and adverse effects that stem
from a particular weapon, element, application, or event. For example, a character with Level 2
Immunity to Silver cannot be hurt by silver weapons and may not even feel pain if clubbed with
a sack of silver dollars. Similarly, a character with Level 8 Immunity to fire/heat could walk into
the most intensive firestorm possible and emerge unscathed.
This Attribute only has 12 Levels.
Level 1: The Immunity plays a minor role in the game.
Level 2: The Immunity plays a small role in the game. Typical examples include: weapons
made from rare substances, attacks from a specific opponent, or under specific conditions.
Level 3: The Immunity plays a marginal role in the game.
Level 4: The Immunity plays a moderate role in the game. Typical examples include: weapons
made from an uncommon substance, attacks from a broad opponent group, or under broad
conditions.
Level 5: The Immunity plays a consistent role in the game.
Level 6: The Immunity plays a major role in the game. Typical examples include: electricity,
cold, or a specific weapon type.
Level 7: The Immunity plays a huge role in the game.
Level 8: The Immunity plays a major role in the game. Typical examples include: fire/heat, a
broad weapon type.
Level 9: The Immunity plays a critical role in the game.
Level 10: The Immunity plays an extreme role in the game. Typical examples include: gunfire,
bladed weapons, or unarmed attacks.
Level 11: The Immunity plays monstrous role in the game.
Level 12: The Immunity plays a primal role in the game. Typical examples include: weapons,
energy; blunt trauma.

Insubstantial
In games where Knockback rules are used, characters who are successfully hit while using the
Insubstantial Attribute have their Knockback distance multiplied by twice the Level in use. This
is due into the reduction of their mass as outlined in the table below.
Level
1
2
3
4
5
6
7
8
9
10

Mass
Multiplier
1/2
1/4
1/8
1/16
1/32
1/64
1/128
1/256
1/512
1/1024

Knockback
Multiplier
2
4
6
8
10
12
14
16
18
20

Mass Increase
Cost: 16 Points/Level
Relevant Stat: Body
Progression: Variable
This Attribute reflects the ability to increase mass and thus density of the character. In
addition to increased mass, the character gains a corresponding Level of Armor, Immovable, and
Superstrength Attributes. The table below indicates two columns of substances (realistic and
perceived) that have a similar density to a character with increased mass. The realistic column
matches the characters density (also known as specific gravity) with a close counterpart in the
natural world. The perceived column matches the characters density with a substance that is
commonly believed in fiction to have a corresponding strength. Note that although this table
only shows 10 Levels in this Attribute, the numeric values still increment in a linear fashion (+2
to the Mass Multiplier per level, +1 to Armor, Immovable and Superstrength).

Attribute
Level
1
2
3
4
5
6
7
8
9
10

Mass
Multiplier
2
4
6
8
10
12
14
16
18
20

Realistic
Density
Brick/Rock
Gemstones
Iron
Steel
Copper
Lead
Mercury
Uranium
Gold
Platinum

Perceived
Density
Hardwood
Aluminum
Concrete
Granite
Lead
Iron
Steel
Titanium
Diamond
Adamantine

Armor, Immovable
& Superstrength Level
1
2
3
4
5
6
7
8
9
10

Weapon
New Custom Variable: Knockback
This Custom Variable is only available in campaigns that use Knockback rules. The attack
impacts the target forcefully, knocking him or her back one meter for every point of damage
delivered. Armor is ignored when determining Knockback distance; Force Fields with the Full
Impact Restriction do reduce Knockback, however. This Variable is for attacks that impact the
character, and may not be appropriate for slashing or piercing attacks. The Knockback distance
is doubled for each rank of Knockback. Combat Value (for characters with the ACV Knockback
Combat Technique); Massive Damage, Superstrength, and critical hit multipliers may be added
to the attack damage when determining final Knockback distance; apply these after any doubling
for multiple Knockback assignments.
* The Attribute may be taken up to twice X without GM approval.
The Attribute may be taken up to four times X without GM approval.

Target Numbers for dX


The table below covers the Target Numbers for games that use dice other than a d6.
d4

d8

d10

d12

d20

Difficulty

4
6
8
10
12
16

8
12
16
20
24
32

10
15
20
25
30
40

12
18
24
30
36
48

20
30
40
50
60
80

Very Easy
Easy
Average
Difficult
Challenging
Improbable

Difficulty Modifiers for dX


The table below covers the Difficulty Modifiers for games that use dice other than a d6.
d4

d8

d10

d12

d20

Bonus/Penalty Description

+12
+8
+4
+2
+1
0
-1
-2
-4
-8
-12

+24
+16
+8
+4
+2
0
-2
-4
-8
-16
-24

+30
+20
+10
+5
+2
0
-2
-5
-10
-20
-30

+36
+24
+12
+6
+3
0
-3
-6
-12
-24
-36

+60
+40
+20
+10
+5
0
-5
-10
-20
-40
-60

Monstrous Bonus (why roll dice?)


Outrageous Bonus
Extreme Bonus
Significant Bonus
Slight Bonus
No Modifier
Slight Penalty
Significant Penalty
Extreme Penalty
Outrageous Penalty
Monstrous Penalty

Knockback (Optional Rule)


For genres where the ability to make a character to move involuntarily due to the force of the
attack, you can implement the rule of Knockback. This effect is often caused by blunt attacks as
well as some Weapon Attribute attacks. The effect is that the character is knocked back 1 meter
per point of damage delivered. If the character possesses Combat Technique (ACV Knockback),
he adds his ACV to the Knockback distance. The knockback distance is reduced by the targets
Body Stat. Further reductions can result from the Immovable Attribute and Force Fields without
the Full Impact Disability.
Add:
+ Damage delivered.
+ Attackers Attack Combat Value (if ACV Knockback Combat Technique is possed)
Multiply by:
x Critical hit damage multiplier, if the attack delivered a critical hot or Called Shot to Vital Spot.
Subtract:
- Targets Body Stat
- Targets Immovable Attribute x 10
- Targets Force Field Attribute Level x 10 (only for Force Fields without the Full Impact
disability)

Knockback Impact Damage


Characters often tumble along the ground or fly through the air when knocked back. If they
strike an object, they receive 1 point of damage per meter of Knockback up to five times its
armor rating.
Other Knockback Effects
Should a character be knocked high into the air, off the side of a building, or other such situation,
he or she may suffer additional damage when hitting the ground. The GM may rule that the
Special Movement Attribute and the Acrobatics Skill mitigate this damage. Characters knocked
into the air only suffer half of the Knockback distance, but suffers full damage from the fall.
Characters that fall as a result of Knockback only suffer damage from the fall, not the
Knockback impact damage outlined above.
Characters that can fly and are knocked back great distances into the air may be able to recover
their senses to take flight before crashing into obstacles. The GM may require a Body or Mind
Stat check (possibly with penalties) to accomplish such an action.
GMs can alter these rules if necessary to reflect the genre or style of play, as appropriate. Such
adjustments may be a mandatory one-tenth of the Knockback in damage being taken by the
character, even if there is no impact.

Variable Damage Ranges


As BESM 3rd Edition has six different options for modifying damage delivered by an attack, the
table below uses the same values, but changes the die range based on the die size being used.
For comparison sake, the d6 value is included so you can match it to the optional table you
prefer.
d4
2
3
4-6
7
8

d6
2-3
4-5
6-8
9-10
11-12

d8
2-3
4-6
7-11
12-14
15-16

d10
2-4
5-8
9-13
14-18
19-20

d12
2-4
5-9
10-16
17-21
22-24

d20
2-7
8-15
16-26
27-34
35-40

Combat Modifiers
Trick Shots
In some genres, characters attempt difficult shots to take down an opponent. These can range
from bouncing a projectile off a wall or two, precise aim that causes a series of objects to chain

react to spring a trap, and other similarly spectacular tricks. The table below represents the
penalty associated with these types of shots.
Difficulty of
The Trick Shot

Penalty to Hit

Penalty to Evade

Fancy
Challenging
Complex
Difficult
Fantastic

-1
-3
-6
-12
-18

-1
-3
-6
-12
-18

Clobbering Mooks Rule


Many henchmen are expendables that villains throw in front of the heroes in order to confound
them and prevent them from capturing the evil-doer. These characters are often of a weaker
level than the heroes, as they represent stumbling blocks rather than true obstacles. To reflect
this, GMs may want to implement this rule to make dispatching such foes an easy task. For
every 200 points difference between an attacker and defender grants the character a bonus of one
level (a Slight Bonus for a character with 200 fewer points, a Significant Bonus for one with 400
fewer points, etc.). This represents the ease at which more powerful characters can easily defeat
weaker ones.

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