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==Distinctions==
==Distinctions==
----
'''Itinerant Peacekeeper:''' [d8] ''You're a travellin lawman. You can be sworn in in any jurisdiction where there are riots or or other need of crowd control or where Martial Law has been declared.''  
'''Itinerant Peacekeeper:''' [d8] ''You're a travellin lawman. You can be sworn in in any jurisdiction where there are riots or or other need of crowd control or where Martial Law has been declared.''  


'''HS: Influence/Move/Shoot'''
HS: Influence/Move/Shoot


* '''Step Back:''' ''Roll d4 Instead of d8 for 1 PP''
* '''Step Back:''' ''Roll d4 Instead of d8 for 1 PP''
Line 39: Line 38:
'''Former Field Medic''' [d8] ''You scrambled into battle and patched folk up while mortars fell and bullets flew.''  
'''Former Field Medic''' [d8] ''You scrambled into battle and patched folk up while mortars fell and bullets flew.''  


'''HS: Operate/Survive/Treat'''
HS: Operate/Survive/Treat


* '''Step Back:''' ''Roll d4 Instead of d8 for 1 PP''
* '''Step Back:''' ''Roll d4 Instead of d8 for 1 PP''
Line 49: Line 48:
'''On the Way to Meet the Buddha''' [d8] ''If you should meet the Buddha upon the road, kill him.''
'''On the Way to Meet the Buddha''' [d8] ''If you should meet the Buddha upon the road, kill him.''


'''HS: Fight/Notice/Shoot'''
HS: Fight/Notice/Shoot


* '''Step Back:''' ''Roll d4 Instead of d8 for 1 PP''
* '''Step Back:''' ''Roll d4 Instead of d8 for 1 PP''

Revision as of 05:02, 6 August 2017

Saying

Attributes

|| Physical d8 || Mental d8 || Social d8 ||

Trained Skills

Fight [d6]

Influence [d10]

Move [d10]

Notice [d6]

Operate [d8]

Shoot [d12]

Survive [d6]

Treat [d10]

Untrained Skills

Craft, drive, Fix, Fly, Focus, Know, Labor, Perform, Sneak, Throw, Trick - [d4]

Distinctions

Itinerant Peacekeeper: [d8] You're a travellin lawman. You can be sworn in in any jurisdiction where there are riots or or other need of crowd control or where Martial Law has been declared.

HS: Influence/Move/Shoot

  • Step Back: Roll d4 Instead of d8 for 1 PP
  • Fugitive Retrieval: Spend 1 PP to create a Quarry Asset at d6. Choose your target; they don’t have to be in your presence. You may use this Asset in any rolls made to track down and capture your target. Every time you use it in a die roll and fail, you may step it up by one. You may only have one Quarry Asset at a time.
  • Talk Em Down: When you try to defuse a charged situation, step up or double Influence. Take or step up a Complication to do both.

Former Field Medic [d8] You scrambled into battle and patched folk up while mortars fell and bullets flew.

HS: Operate/Survive/Treat

  • Step Back: Roll d4 Instead of d8 for 1 PP
  • Head on a Swivel: A battlefield medic has to see everything to get the job done . . . Step up or double Notice. 1s and 2s count as jinxes.
  • Battlefield Triage: You know how to get folk stable til you can get to em. Spend 1 PP to step back another character’s medical or injury related complication.

On the Way to Meet the Buddha [d8] If you should meet the Buddha upon the road, kill him.

HS: Fight/Notice/Shoot

  • Step Back: Roll d4 Instead of d8 for 1 PP
  • Misplaced Nirvana: When you violently Take Out an opponent you may spend 1 PP to step back a mental or social based Complication.
  • Walk the Earth: When you assess someone’s emotional state, spend 1 PP to step up or double Notice for the Action.