Core Parts of Every Character
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Parts of Every Character
There are a few things everyone will have; how they build their character will just increase certain areas more than others choices will. Parts of a character are:
AB (base Coord Mod)
Attributes (Depends on race, standard is 3d6 for all, no Tertiary)
Avoidance Chance (base Ref Mod)
DAP (base 10 + ½Ref Mod)
EP (base Intu Stat)
HP (base Con Stat)
Initiative (base Ref Mod)
Major Skills (depends on Level and what you have put into)
Mental Shielding (base Int Mod)
Minor Skills (base Wis Stat * 10)
Morale (base Morale is Level * 10)
NAR (base 10 + ½Ref Mod)
Physical Resistance (base Con Mod)
WP (base Coord Stat)
Every Player must keep track of this information for combat or otherwise. These pieces of a character and how they are used will be described in greater detail in their associated chapters and sections as follows:
Attributes
- • Attributes
Combat
- • AB
- • DAP
- • Initiative
- • NAR
Morale
- • Morale
Parts of Every Character
- • Avoidance Chance
- • EP
- • HP
- • Mental Shielding
- • Physical Resistance
- • WP
Skill System
- • Major Skills
- • Minor Skills
More so, characters are people, this must be remembered. They have names, a race, gender, height, weight, gods, orders, what they do when afraid (3F’s more on this in Morale) and guidelines to how they act (Alignment).
Alignment
Alignment is, as said, more of a guideline. No person will act one way or the other. Nothing is absolute black or white, especially not fickle humans. Thus there is a guideline graph for Alignment; it shows how a person is most likely to act in a given situation.
X Axis: -100 Nefarious, 100 Moral
Y Axis: -100 Anarchic, 100 Disciplined
| Praetorian | Exemplar |
| Deviant | Vigilante |
The Order and Virtue Table should provide a guideline for the activities of most everyone. You choose how ‘virtuous’ (likely to help out others, avoid causing intentional pain, etc) or deviant (likely not to help others, will use pain as a tool, etc) you are while at the same time how ‘orderly’ (follow the rules, strict schedules, etc) or ‘anarchic’ (rarely follow rules, do not adhere to schedules, etc) you are. Most people are Order +/- 25, Virtue +50 (roughly ‘neutral’ and ‘good’). Keep in mind most will gravitate to at least someplace close to centre of graph or of line. Pure good, evil, chaotic, or orderly is hard to find if it exists at all. Most mortals will not go beyond 75 in either direction on either axis and few, deities and demons included, are likely to approach 100.
The 3P’s
The 3P’s are HP - Hit (or Health) Points, WP - Weapon Points, and EP - Energy Points; they are determined by Constitution, Coordination, and Intuition respectively. The starting 3P’s are based on their respective Stat while every Level they increase by the Mod and any Major Skill changes. Different races may have multipliers to further increase 3P gain, each race will list if they have this or not.
How much you can do is based on the 3P’s. Daily uses of an Ability should only be gauged by your amount of the 3P’s and how you intend to spend them (i.e. do you spend all in one encounter or spread over many?). Major Skills will often have a cap on the amount the 3P’s can be put into it each use, thus having many Major Skills instead of concentrating can dampen your ‘per hit’ effectiveness yet make you more versatile; another option for Players to consider. Every Major Skill will list how it affects the 3P’s and things such as maximum consumption in each Ability or Spell.
Unless the effect specifies otherwise the following always applies to 3P’s:
When using Abilities, Spells, taking damage, being afflicted by an Ability that drains WP, etc it reduces your Current 3P (what you are at now from spending 3P’s/taking damage).
When regaining a 3P such as through resting or a healing Spell your Current 3P cannot increase above your Maximum 3P (your 3P’s from Attributes and Skills).
Abilities/Spells that provide ‘temporary 3P’s’ can go beyond Maximum, stack, are used/removed before normal 3P’s, and wear off/decrease by 1 per Round (5 per minute).
When spending 3P’s you cannot spend them so they go below 0 unless an effect otherwise specifies. If WP/EP is reduced below 0 there is no negative effect other than taking longer to recover. If HP is reduced below 0 a person counts as Dying (see Status Afflictions in the Random Rules section) and there is a chance that they may recover. If a person’s HP drops below Con *-1 they die and even if their HP is somehow brought above Con *-1 they remain dead unless an effect states it can ‘resurrect’ or otherwise bring them back to life.
I.e. you have 15Con, you are at 10HP and take 20damage, dropping you to -10HP, although below 0HP you are above -15HP (Con *-1) and are alive but unconscious. If you lost another 6HP and became -16HP or less you would be dead and require resurrection rather than normal HP recovery to live again.
If a person increases one of the three 3P Attributes (Con/Coord/Intu) they will retroactively increase their total 3P’s based on Level – the same applies for decreasing their Attributes. If a Level 5 with 13Con, 37HP before Skills, increases to Level 6 and increases their Con to 14 not only would they gain 1HP for Con increasing and 7HP for Levelling up, they would gain an additional 5HP for ‘retroactive increase’, for a total of 49HP. Thus the formula for 3P’s before Skills and other bonuses will always be:
Attribute Stat + Mod * (Level -1)
The Three Checks: AC/MS/PR
When a non-standard effect occurs that might negatively influence a person they have three main defences they can rely on: Avoidance Chance, Mental Shielding, and Physical Resistance. As their names imply each is used in specified manners against different types of effects. Each is base Associated Attribute Mod + 1 per Defensive Level (see Character Progression for details). Avoidance Chance is based on Reflex, Mental Shielding on Intelligence, and Physical Resistance on Constitution.
Avoidance Chance is the body’s instinctive reaction to mitigating damage to more sensitive areas of the body from an area effecting danger. A burst of shrapnel, spray of acid, or a sudden spreading fire, each of these can seriously harm a person but simple, often instinctive actions, can protect vulnerable body parts or move a person from the bulk of the danger’s path – such as throwing up one’s arms over their head or diving out of the way.
Whenever an ‘Area of Effect’ occurs and the check is discovered an Avoidance Chance check is rolled. If it is successful the damage dealt is halved, if it fails the full damage is taken. Certain effects might list their own rules but if they do not assume they follow this rule.
As well, if a person has a Reserved Action Point they can attempt to Dive, Roll, or Slide, not only will this add to their check but if the distance travelled takes them out of the effect’s area and they succeed on the check they take no damage instead of half (see Combat System for details on their use).
If they have Physical Cover they gain Cover% / 5 to their Avoidance Chance, if they have 100% Physical Cover unless the area of effect specifies it bypasses it or outright destroys the Cover they cannot be harmed.
Mental Shielding is the mind’s natural barrier erected within everyone that will fight against infections of the mind. It automatically occurs whenever a negative or unexpected mental effect such as forced compulsion, mind reading, or unnatural mind alterations such as induced fear or confusion affect you.
More often than not the effect will be full or none; if they succeed nothing happens, if they fail they suffer the effect – at least to some degree. Each Ability/Spell/etc that generates a mind alteration effect should list its specific details on finding the check as well as the results of success and failure.
Physical Resistance is the body’s immune system, pain tolerance, and general ability to fight off physical ailments. Afflictions such as toxins, sharp pains, and unnatural negative physical alterations such as polymorphs, disintegration, or instant death are a few things it defends against.
More often than not the effect will be full or none; if they succeed nothing happens, if they fail they suffer the effect – at least to some degree. Damage, a physical ailment as it may be, will often not be able to be reduced or negated by Physical Resistance (although special damages or effects that cause damage might have a check that can reduce the damage).
If an effect specifies its damage can be reduced but does not specify by how much assume success is half damage. Physical effects that can be resisted will list the method of finding their check as well as the results of success and failure.
| Core |
|---|
| Attributes | Skill System | Parts of Every Character | Character Progression | Combat System |
| DREAD | Equipment | Morale | Materials | Random Rules |

