BESM: Magi-Nation Racial Templates
This conversion is the work of David Fryer and Joel
Marcantel. I am preserving it on my site for the benefit of other
gamers. The original page duplicated the descriptions from the d20 races page, so I removed it for
brevity.
All races of the Moonlands are descended from the Eliwan, a
human-like race. They tend towards larger eyes and smaller noses than
humans and only have tree fingers and a thumb. However their fingers
tend to be slightly thicker and stronger than a human's are. The race as
a whole tends toward fairer (caucasian) skin where not otherwise noted.
Arderians
- Template Cost: 4 Character Points
- Stats: Soul +2
- Attributes: Appearance Level 3 (3 points), Flight
Level 1 (4 points), Heightened Senses Level 1 (Vision, 1 point)
- Defects: Awkward Size Level 1 (1 bonus point), Marked
Level 2 (2 bonus points - wings), Not So Strong Level 1 (1 bonus
point), Not So Tough Level 1 (1 bonus point), Phobia Level 1
(Claustrophobia, 1 bonus point)
- Optional Attributes common to Arderians:
- Appearance Lv4(4pts) - bishojo and bishonen abound! (cough:
Sorreah!)
- Highly Skilled Lv3(3pts) - Arderians are highly skilled
philosophers and may have some scientific skills
- Metamorphosis Lv1(5pts) - use only if they have wings to grow
or retract
- Girl/Guy Magnet (Defect, 1BP) -Arderians may attract
non-Arderians, even if they are of the same sex (e.g., Sorreah)
- Skills: Cultural Arts (Art Appraisal, Literature), Performing
Arts, Seduction, Visual Arts
Bograthians
- Template Cost: 5 Character Points
- Stats: Mind +1
- Attributes: Animal Friendship Level 1 (1 point), Damn
Healthy! Level 1 (1 point), Light Armour Level 2 (2 points), Special
Defense Level 2 (Disease, 2 points), Water Speed Level 1
(Non-Amphibious, 2 points)
- Defects: Marked Level 2 (2 bonus points), Physically
Unappealing Level 2 (2 bonus points)
Calders
- Template Cost: 9 Character Points
- Stats: Body +2
- Attributes: Aura of Command Level 1 (1 point), Combat
Mastery Level 1 (2 point), Damn Healthy! Level 1 (1 point), Special
Defense Level 2 (Fire/Heat, 2 points), Special Defense Level 1 (Poison,
1 point), Special Movement Level 1 (Balance, 1 point)
- Defects: Vulnerability Level 1 (cold, 1 bonus point)
- Optional Attributes common to Calders:
- Focused Damage Lv3(3pts) - the Calders are warriors
- Massive Damage Lv2 (4pts) - the Calders are WARRIORS!
- Highly Skilled - the Calders are skilled warriors
- Skills: Military Sciences (Strategy, Tactics), Melee Attack,
Melee Defense, Unarmed Attack, Unarmed Defense
Core
Presented as a collection of abilities for a typical(?) Core magi
- Attributes:
- Divine Relationship: level 4-6 (4pts-6pts) -the forces of
evil are at work
- Organizational Ties Level 1-6 (points vary per campaign) -
the Core is practically like organized crime
- Contamination Level 3 (3pts) - Special attribute: the victim
must be willing to be contaminated. After they are contaminated, the
become a Shadow Magi
- Magic Level 1-6 (4points per level) - Core/evil/dark
- Natural Weapons Level 1 (1pt, optional) - fangs
- Place of Power Level 6 (6pts) - the Core, of course
- Defects:
- Marked 2BP - green skin and bandages….quite a giveaway
- Owned by a Megacorp 2BP - Owned by the Core
- Physically Unappealing 2BP - it got so bad for Morag he had
to wear a hood!
- Wanted 2BP - Enemies in high AND low places!
D'Reshi
- Template Cost: 0 Character Points
- Stats: Mind +1
- Attributes: Life Support Level 1 (Do Not Need To Drink
Water, 1 point), Special Defense Levek 1 (Nictating Membrane, 1 point),
Special Movement Level 2 (Balance, Light-Footed, 2 points)
- Defects: Marked Level 1 (1 bonus point), Not So Tough
level 1 (1 point), Phobia Level 2 (Aquaphobia, 2 Bonus Points), Unique
Defect Level 1 (Secretive, 1 bonus point)
Kybarites
- Template Cost: 8 Character Points
- Stats: Body +2, Mind -1
- Attributes: Combat Mastery Level 1 (2 point), Damn
Healthy! Level 1 (1 point), Focused Damage Level 1 (Unarmed Strikes, 1
point), Heightened Awareness Level 1 (1 point), Jumping Level 1 (1
point), Special Movement Level 2 (Balance, Cat-Fall, 2 points)
- Defects: Awkward Size Level 1 (1 bonus point)
Naroomese
- Template Cost: 2 Character Points
- Stats: Soul +1
- Attributes: Animal Friendship Level 1 (1 point)
- Defects: None
- Optional Attributes common to Naroomese:
- Animal Friendship Lv3(3pts) -Naroomese tend to be closer to
their animals than other cultures
- Appearance Lv1(1pt) -most are moderately attractive
- Heightened Sense (Hearing) Lv1 (1pt) -those ears must be good
for something
- Healing Lv1+ (4pts per level) -most Naroomese have this
ability
- Special Movement (wall crawling) (balance) Lv2 (2pts) -they
have learned to live in trees
Orotheans
- Template Cost: 8 Character Points
- Stats: Body +1
- Attributes: Shape Change Level 1 (Grow Legs, 1 point),
Water Speed Level 2 (Amphibious, 6 points)
- Defects: Not So Tough Level 1 (1 Bonus Point)
- Optional Attributes common to Orotheans:
- Mechanical Genius Lv1 (2pts) -Orothe are proficient with
relics
- Features or Accessories Lv2(2pts) -can survive in extremes of
cold water and water pressure
- Skills: Artisan, Navigation (Sea), and perhaps even Seduction
(hey, who needs clothes underwater anyway?). I didn’t include
swimming, because to an Orothe, it’s pretty mundane.
Paradans
- Template Cost: 6 Character Points
- Stats: Soul -1
- Attributes: Appearance Level 2 (2 points), Jumping
Level 1 (1 point), Special Movement Level 3 (Balance, Cat-Fall, Light
Footed, 3 points), Speed Level 1 (1 point), Stealth Level 3 (Vision, 3
points)
- Defects: Marked Level 2 (2 bonus points)
Underlings
- Template Cost: ?? Character Points
- Stats: Body +2
- Attributes: Damn Healthy! Level 2 (2 points), Features
Level 1 (Low Light Vision, 1 point), Heightened Senses Level 1
(Hearing, 1 point), Kensei Level 1 (Blind Fighting, 1 point),
Tunnelling Level 2 (4 points)
- Defects: Physically Unappealing Level 1 (1 bonus
point), Unique Defect Level 1 (Sensitive Eyes: +1 to all activities
made in direct sunlight, 1 point)
- Optional Attributes common to Underlings:
- Super Strength Lv2 (6pts) -the Underlings are probably
stronger than other magi
- Tunneling Lv4 (8pts) -they’re UNDERNEATH! Duh!
- Skills: Biological Sciences (Fungus), Poisons
(Natural/Shrooms), and Melee Attack (Large Weapons, like Gremm’s
Hammer)
Weavers
- Template Cost: 2 Character Points
- Stats: no change
- Attributes: Jumping Level 1 (1 point), Special
Movement Level 2 (Balance, Cat-Fall, 2 points)
- Defects: Attack Restriction Level 1 (Self Defense
Only, 1 bonus point)
Shadow Magi
Shadow Magi are Magi of regions other than the Core who have been
converted (Contaminated) to evil. They have all of the characteristics
of their original region and the Core region except the Core’s “Curse”.
The Core’s Curse will be replaced by a new one:
- Curse 1BP: This Magi may only use magic, summon creature, or
use relics that have been designated as Core unless they are universal
OR they are from that magi’s original region, in which case they suffer
a normal regional penalty and must spend an extra five energy points to
play the creatures, spell or relics. They may only be healed through
dark rituals, or their own abilities (Naroom Shadow spells count as
evil spells). Direct sunlight burns their skin and eyes (hence the
bandages), though they suffer little or no actual damage, it does cause
discomfort.
When they become a Shadow magi, a magi loses the Appearance
Attribute, the Healing Special Attribute (unless they are Naroom), and
the Girl/Guy Magnet and Significant Other Defects. If any other items
tend to conflict with the Core Shadow agenda, the Core almost always
overrules the magi’s old region (GM’s discretion).