BESM: Design NPC
Design a new NPC or enemy character for BESM 4th Edition based on user specs and the rules files in Rules/.
Inputs to Gather
- •Concept/role (enemy, ally, boss, minion, etc.)
- •Target power level / point budget (25/50/75/100/150/200+)
- •Theme constraints (setting, tech/magic, species, tone)
- •Must-have abilities or signature attack/defense
References (read as needed)
- •
Rules/Stats_and_Derived_Values.md - •
Rules/Combat_and_Damage.md - •
Rules/Attributes.md - •
Rules/Examples/Race_Templates.md - •
Rules/Examples/Class_Templates.md
Workflow
- •Define role + combat niche (striker/tank/controller/support).
- •Allocate Stats (Body/Mind/Soul) at 2 points per rank.
- •Pick Attributes that express the concept; add Defects only if needed for budget.
- •Compute derived values (CV/HP/EP/DM) per
Rules/Stats_and_Derived_Values.md. - •Add Skill Groups that support tactics and non-combat identity.
- •Sanity-check encounter fit (damage, defenses, action economy) using
Rules/Combat_and_Damage.md.
Output Template
code
# [Name] **Concept:** [1-2 lines] **Power Level:** [X points] **Role:** [minion/standard/boss] + [combat niche] **Size:** [rank] ## Stats - Body: X (Y points) - Mind: X (Y points) - Soul: X (Y points) ## Derived Values - Combat Value (CV): X - ACV: X (breakdown) - DCV: X (breakdown) - HP: X - EP: X - Damage Multiplier (DM): X ## Attributes | Attribute | Level | Points | Notes | |---|---:|---:|---| | ... | ... | ... | ... | ## Defects | Defect | Rank | Points | Notes | |---|---:|---:|---| | ... | ... | ... | ... | ## Skill Groups | Skill Group | Level | Points | |---|---:|---:| | ... | ... | ... | ## Combat Summary - Primary Attack: [name/method] - Damage: [calc] - Defense Plan: [armour/avoidance/reactions] - Special: [top 3 tricks] ## Point Total Stats: X + Attributes: X - Defects: X + Skills: X = **X** ## Roleplay Notes [personality, tactics, motivation, telltale weakness]