Bean Wiki: Difference between revisions
Jump to navigation
Jump to search
Line 32: | Line 32: | ||
* '''Step Back:''' ''Roll d4 Instead of d8 for 1 PP'' | * '''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. | * 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.'' | ||
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.'' | * 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.'' |
Revision as of 05:04, 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.