How To Play Bean Me!
From Bean Me! Pedia
Overview
Bean Me! is a Pen and Paper/Tabletop game divided into three main component types known as the Core, Templates, and Supplements. The Core contains a set of standard rules used to play in almost any setting and is the basis of all Bean Me! games. Templates contain storyline, specialized rules, and pertinent information such as races, Major/Minor Skills, Abilities/Spells, characters, and possibly maps. Supplements expand on the Core or existing Templates with additional storyline, races, Skills, Abilities/Spells, and any other relative content, add rules and content for universal play, or are stand alone tools and accessories to make game play easier.
This Supplement is intended to aid newcomers to Bean Me! and/or P&P/TT games in general in getting started without having to read and reread rules and attempt to familiarize themselves with something that might take weeks to be ‘comfortable’ with. While fully reading and understanding every component of Bean Me! is useful it is also unnecessary, though it is suggestible for everyone to at least skim the Core up to the Materials chapter to gain a basic understanding of the game.
To use this guide and prepare for your gaming Session have on hand:
• At least one copy of the Core and Minor Skills (though at least two or one for each participant is suggestible)
• A few lined/unlined pieces of paper for each participant (about five each should do)
• Pencils and erasers for each participant (although it is ‘Pen and Paper’ people often make mistakes and it will save on paper to erase things)
• Preferably at least one set of standard gaming dice for each participant, though one for all can be done, albeit with more effort (each set includes one of each of the following die with four, six, eight, ten, twelve, and twenty side and one ‘percentile’, a ten sided die with increments of ten, most pre-made sets include 3 six sided dice as they are commonly used in large numbers)
• And possibly a few Supplements such as character sheets, combat trackers, and rules reference sheets
Once you have these items you are ready for your session.
This guide will outline what needs to be done, how to play the game, and even complete a step-by-step ‘run through’ of a single Session. For those who are playing a game such as this for the first time it is suggestible to follow the ‘play by numbers’ when you reach them as you read through this guide. For those already experienced with P&P/TT games they will likely only need to read portions of the Core and the Template they plan to use and this guide will only serve to point them to critical reading.
***Before going any further it is HIGHLY suggested everyone reads the Terms of Note above, otherwise the guide may be difficult to use***
Getting Starting, Pre-Game Workup
The Group
The very first step to playing Bean Me! (or any P&P/TT) is to gather a group of players. Most groups prefer four to seven people, small and manageable with enough varying talents and preferences to liven up the game and make a well-rounded ‘party’. With a group prepared the tools of the game need to be gathered. People and tools ready, everyone needs to agree on places and times to meet. Once a routine is decided upon, or occasion(s) is(are) planned, the game can begin.
Choosing the OM
The first step game-wise is deciding who will be the Over Master (OM). This person will have the task of running the game. They choose the rules, the world, available character choices, and then control the people, places, and activities of the world. The rest of the group then become Players, people who control Player Characters (PC’s) within the world. When deciding who should be the OM and who should be a Player it is best to pick someone who can handle the time and burden of being an OM, they are the computer that runs the game. It is advisable for this person to become more familiar with the Bean Me! rules so they may run a smoother game. Reading the OM’s Guide to Gaming is also advisable. Since being the OM is not for everyone, whether due to the work or desire, switching every few gaming sessions could be advisable.
OM Tasks
The next few tasks belong to the OM. They must choose which rules from the Core they plan to use as it has many options. For beginners it is advisable to use the most basic and simplest rules possible. Reading through and picking rules will also help the OM become more familiar with the game.
Rules in place they must then choose the Template. Pre-made or self-designed is up to the OM. Pre-made Templates have the advantage of more balanced rules and character choices and are much quicker to use in getting the game up and running. Self-designed Templates take a lot of time and effort to make but have the advantage of self-satisfaction. Choosing a pre-made Template’s rules and character choices and then using self-made storyline and characters can give the best of both worlds.
Rule choosing and Template picking should be discussed amongst the group as peoples’ tastes vary.
Guide View #1: Rules and Story
For purposes of this guide and running its adventure the following rules from the Core will be used:
• Attributes: Use the base 10, roll 3d6 for each, +/- them from each other as desired (leech), minimum of 3, maximum of 18
• Skill System: Use basic Major Skills of Combat, Magic, and Self Enhancements, choose 4Attributes only, and basic Minor Skills of Balance, Climb, Escape Artist, Jump, Lurk, Notice, Open Locks, Prowl, Ropework, Seek, Sleight of Hand, Swim, and Tumble
• Parts of Every Character: Use 3D, AB, Alignment, Attributes, Avoidance Chance, EP, HP, Initiative, Major Skills, Mental Shielding, Minor Skills, NAR, Physical Resistance, and WP
• Character Progression: Bonuses per Level, Four Forms of NPC, and Group-Division Experience, NPC’s not included for dividing up Experience
• Combat System: 12seconds, Combat Regular
• DREAD: Just DREAD
• Equipment: Weapons, Armour, and Shield, +1APP per Point in Armour Skill + APP provided by armour
• Morale: For sake of ease Morale will not be used
• Materials: For sake of ease Materials will not be used
• Random Rules: Ambush, Burnination Rule, Critical Rolls (Double Damage, Critical Initiative, and Critical Checks), Damage Types – All (Quick Acid, Cold Made Easy, Physical special ignore), Dice Categories, Falling/Impact, High Ground, Hit Location (limb HP), Knock Back, Lifting Capacity, Pain Tolerance, Rest & Recovery, Round Down Rule, Status Afflictions (Dead, Dying, and Off-Guard), Terrain, Tie Breaker
At the moment there is no need to read over these rules, when they come up in future portions of this guide it will give a brief overview of the rule and how to use it.
The story in use will be one common to P&P/TT games. The Players are a group of human adventurers in a magical fantasy realm out to beat back evil and save the countryside. Nothing fancy but more than enough for the guide.
Starting the Game, Characters
Creating Characters
With rules, story, and character options in place it is time for the Players to create their individual PC’s. These will be the people they control within the world to go on adventures and be a part of the story rather than just a reader.
Choosing Race
Most Templates will have a wide array of creatures to choose from for use. Not all will be ‘playable’ but those that are will have their own special variations. As the rules and story have already been chosen, the options of races should already be made available to the Players.
Roll Attributes
The standard method is to roll 3 six sided dice for each of the 10Attributes and record each on your character sheet. Each Attribute now has a random number between 3 and 18. According to rules chosen by the OM they can rearrange these numbers from one Attribute to another, leech, or even do nothing with them; they are set in stone once chosen and are now your Attribute Status Point (Stat). For ease of record keeping, beside each Stat write in its Attribute Modifier (Mod) which is the rolled number divided by two and rounded down.
Choose Skills
Each Level a character gains an amount of Major and Minor Skills. To gain Major Skills they choose four Primary Attributes and ‘spend’ their Mod into associated Major Skills to increase their Points and Ranks (details are listed in the Core, Skill System: Major Skill section). They gain Wisdom * 10 as Minor Skill Points to spend into Minor Skills of their choice up to Skill’s maximum (details are listed in the Core, Skill System: Minor Skill section).
Gain Abilities/Spells
Based on chosen Major Skills a character can gain Abilities/Spells. Each Skills will list if it allows a person to gain Abilities/Spells and each Ability/Spell will list how to use it.
Determine 3P’s
The 3P’s are the pieces of a character that allow them take damage without dying and use their Abilities/Spells. The 3P’s are HP/WP/EP, their base are determine by Constitution, Coordination, and Intuition respectively, every Level they increase by the Mod of their associated Attribute. 3P’s are also increased by increasing Major Skills and the Skill will list as such.
Determine Parts of Every Character
Every character will have aspects that they use on a regular basis and by discovering and recording them on character creation and Levelling up will save time in the future. These pertinent character pieces are listed in the Core, Parts of Every Character chapter between the first section and the Alignment section and should be recorded on every character’s sheet. The important parts are 3D’s, AB, Avoidance Chance, Initiative, Mental Shielding, Morale, NAR, and Physical Resistance.
Character Fleshing
Each character, being a person in the world, then needs aesthetics and personal characteristics. Each character should have a name, gender, age, height, weight, eye colour, hair colour, skin colour, and perhaps even a short biographical description to further personalize the character. While technically unnecessary, character fleshing is what takes the PC from being a faceless stick figure people care little about to an extension of the Player that draws them into the game for greater enjoyment.
Guide View #2: Character Building
Now is the time for everyone to build a character. The OM can choose to build their own or use the one built in this guide.
Now would be a good time to review what the 10Attributes are (Core, Attributes: Primary Attributes and Secondary Attributes), a quick look at Skill System (mostly the ‘acquiring’ section), and a glance at the first section of Parts of Every Character (chapter start to Alignment). This will give everyone an idea of what to build their characters toward, whether they will prefer melee, ranged, or magic will determine their choice Attributes and help them understand how Skills are gained and used.
Each person now follows character creation (an example follows):
• For this guide the only race available is human. In most Templates humans gain +4Major Skill Points and +10Minor Skill Points to spend in their Skills as desired at first Level and +2Major Skill Points and +5Minor Skill Points every Level thereafter, this will be used in this guide
• As humans all characters roll 3d6 for their 10Attributes, the rules of this game allow leeching of each Attribute to a minimum of 3 or a maximum of 18
• Each character follows the rules detailed in Core, Skill System: Major Skills, Acquiring Major Skills to gain Major Skills (Major Skill choices are listed below) and the rules in the same chapter in Minor Skills, Acquiring Minor Skills to gain Minor Skills
• Gain Abilities/Spells as detailed in chosen Major Skills
• Determine 3P’s based on Con/Coord/Intu
• Follow Parts of Every Character to determine everything except Morale, which will not be used in this guide
The available Major Skills for this game are divided into Combat, Magic, and Self Enhancements and the basic Minor Skills of Balance, Climb, Escape Artist, Jump, Lurk, Notice, Open Locks, Prowl, Ropework, Seek, Sleight of Hand, Swim, and Tumble.
The Major Skills are followed by their associated Attribute used to increase them. The Skills of the categories are as follow:
Combat
Armour (Con) - Point: +1HP. Rank: Reduces MRB penalty from armour by 1
Combat Style (Coord) - Point: +1WP. Rank: +1AB with melee weapons, the Combat Style Skill allows you to choose from the Melee Abilities (can wield 2weapons but at -5AB for their main hand and -8AB for their ‘off-hand’ or can wield a weapon two-handed and gain ½Str Mod on Light attacks, Str Mod on Medium, and Str Stat on Heavy but wield no off-hand items such as shields)
Ranged Mastery (Coord) - Point: +1WP. Rank: +1AB with ranged weapons, the Ranged Mastery Skill allows you to choose from the Ranged Abilities
Shield Coordination (Coord) - Point: +1HP. Rank: +1BSM, +1PSM
Shield Reflexes (Ref) - Point: +1HP. Rank: +1%Block Rating, Reduces MRB penalty from shields by 1
Weapon Mastery, Melee (Str) - Point: +1WP. Rank: +1Damage per NAR of attack (based on Light, Medium, or Heavy) with melee weapons, increases max 3P you can spend in a Melee Ability
Weapon Mastery, Ranged (Str) - Point: +1WP: Rank: +1Damage per NAR of attack (based on Hasty, Regular, or Steady) with ranged weapons, increases max 3P you can spend in a Ranged Ability while using chosen weapon type
Weapon Specialization (Int) - Point: +1WP. Rank: Increases max 3P you can spend in a Combat Ability while using the chosen weapon (not a type, but a weapon itself i.e. katana, longbow)
Magic
Magic Caster Type (Int) - Point: +1EP. Rank: Increases max 3P you can DREAD a Spell with Caster Type, after paying the Base Cast Cost of the Spell you gain 1 ‘free EP’ per Rank to spend on DREAD of the Spell, if you do not spend this EP on the Spell it is not added to your EP pool
Magic Knowledge Base (Wis: Defensive Magic, Offensive Magic) - Point: +1EP. Rank: Increases max Base Cast Cost of Knowledge Spells you can learn, The Magic Knowledge Base Skill allows you to choose from the chosen Spell Base
Magic Specialization (Intu: Air, Chaos, Dark, Death, Earth, Fire, Life, Light, Order, Water) - Point: +1EP. Rank: Increases max 3P you can DREAD a Spell with chosen type of Pool
Self Enhancements
Avoidance Quickening (Ref) - Point: +1WP. Rank: +1 Avoidance Chance
Boundless Energy (Intu) - Point: +1EP. Rank: +Rank# EP (First +1EP, Second +2EP, Third +3EP…)
Dodge, The Skill (Ref) - Point: +1WP. Rank: +1AR when attempting a Dodge
Healthy Body (Con) - Point: +1HP. Rank: +Rank# HP (Fourth +4HP, Fifth +5HP…)
Lasting Fortitude (Coord) - Point: +1WP. Rank: +Rank# WP (Sixth +6WP, Seventh +7WP…)
Mental Hardening (Int) - Point: +1EP. Rank: +1 Mental Shielding
Physical Fortification (Con) - Point: +1HP. Rank: +1 Physical Resistance
These Major Skills are common to most Templates and are a good start for anyone as it will familiarize them with two important factors of Bean Me!: Combat and DREAD. Keep in mind some of these are simplified versions of their counterparts (i.e. Combat Style, Magic Caster Type, Ranged Mastery, and the Weapon Masteries). Remember, Spells are only those listed in the DREAD table format, if they are not in the table format they are an Ability. Characters can choose from the following Abilities/Spells list:
Combat, Melee:
Continuing Strike - If the attacked foe dies from the attack you make an additional attack of the same style (Light/Medium/Heavy). If the Ability is used before an attack is made it only costs 1WP to attempt an immediate second attack if the defender dies, however if you do not kill the opponent nothing happens and the WP is spent, if you kill an opponent but have not used this Ability you can spend 2WP for an immediate attack, Continuing Strike does not consume extra NAR. NAR as attack
Counter-Attack - Immediately Light attack a Parried opponent, Counter-Attack can only be used once per Parry, 3WP. 3D/NAR as Parry
Dual Wielding Mastery – The AB penalty of dual wielding is reduced by 1 per WP, you cannot gain AB from this Ability. NAR as attack
Duck Under Defences - Your attack ignores 2.5% Block Rating of opponent’s shield as well as gaining +1AB vs. any Block or Parry attempts they make with a shield per WP. NAR as attack
Flurry of Blows - You choose your attack type (Light/Medium/Heavy) and make an additional attack of the same type per 5WP, each additional attack loses cumulative 2AB and 2Damage (normal, -2, -4, -6, -8, -10, etc, for 15WP you would attack four times (1base + 3Flurry)), each attack does not have to be against the same opponent. Combining other Abilities/Combat Actions must be done on each attack and count towards the same WP max. All attacks are on the same NAR. NAR as attack
Leap Attack - You make a Jump check as per normal to find your distance and then add 1.5m/5ft per WP. NAR as attack
Power Attack - You deal +2damage and suffer -1AB per WP. NAR as attack
Scissor Block - Requires two weapons and is as Block but with double the Strength bonus and counts as the Block action for both weapons (cannot make another NAR Block/Parry with either weapon if NAR was used on the Scissor Block), 2WP. 3D/NAR as Block
Quick Draw - Reduce drawing a single weapon by 1NAR per 2WP (most weapons take 1NAR)
Waiting-Strike - Used only after a successful Dodge, you make an immediate 0NAR Light Attack, 3WP. 3D/NAR as Dodge
Combat, Ranged:
Distant Shot - Your Ranged Attack’s Distance Increment gains +0.3m/1ft distance per AB per WP. NAR as attack
Erratic Shot - Your Ranged Attack cannot be Dodged. 5WP, NAR as attack
Multi-shot - The attack fires multiple rounds in one shot, for each shot beyond the first they all lose 2AB cumulative (two shots -2AB, three shots -4AB, four shots -6AB, etc.), 2WP per shot beyond the first, loading each of the rounds of ammunition is done as one. NAR as attack (Can only be used with Stringed weapons)
Power Throw - Increase the damage of your attack by +2damage but also suffer -1AB per WP. NAR as attack (Can only be used with Thrown weapons)
Precision Shot - Increase the AB of your shot by 1 per 2WP. NAR as attack
Quick Load - Lower the NAR cost by 1 when loading the weapon, 2WP
Rapid Throwing - You choose your attack type (Hasty/Regular/Steady) and make an additional attack of the same type per 5WP, each additional attack loses cumulative 2AB and 2Damage (normal, -2, -4, -6, -8, -10, etc, for 10WP you would attack three times (1base + 2Rapid)), each attack does not have to be against the same opponent. Combining other Abilities/Combat Actions must be done on each attack and count towards the same WP max. All attacks are on the same NAR. NAR as attack (Can only be used with Thrown weapons)
Shoot Past Defences - Your attack ignores 2.5% Block Rating of opponent’s shield as well as gaining +1AB vs. any Block or Parry attempts they make with a shield per WP. NAR as attack
Shot on the Run - You reduce the AB penalty from moving while shooting by 1 per WP (cannot gain AB). NAR as attack
Spin Shot - Your attack deals +1damage per Weapon Mastery, Ranged Ranks. 5WP, NAR as attack
Magic, Defensive:
| Blink | D | None | |
| R | Short 7.5m/25ft per EP | ||
| Pool | Dark, Light | E | An instant self teleportation Spell, the caster appears anywhere within the Range facing any direction, this Spell can be used in lieu of a 3D if they beat the attacker with a Caster Check + 1 per 2EP (Caster Type Rank + Caster Type Attribute Mod + + Level AR bonus d20) vs. attacker’s Attack Style Rank + Ref Mod + d20 (if it is a Spell then Caster Type, if it is an attack then Combat Style) or avoid an area of effect using a Caster Check + 1 per 3EP vs. the Avoidance Chance check requirement, if the Blink check is higher and takes them out of the area no damage is taken, even if the caster fails and takes damage they will still ‘blink’ to the desired location, if they have a RAP they do not require to roll, but will automatically move without being hit. As with other teleportation Spells, if the Blink would put them inside an object they are instead teleported to the nearest available spot between where they are now and their target location |
| Base Cost: | 1EP | A | Self |
| Cast Time: | 1 3D/NAR | D | None |
| Emboldening Sonata | D | None | |
| R | Medium 15m/50ft per EP | ||
| Pool | Order | E | Increase specified targets within the Area # of 3D’s /2, AB, AR, Damage *2, EP *5, HP *5, Initiative, Morale *10, NAR /2, or WP *5 by 1 per EP, you can choose an additional aspect per 2EP (if you spend an additional 4EP into ‘boost’ and 3EP into the other Effect you could increase AB, Damage, and NAR by 4-8-2 respectively), 3P’s increase both current and max |
| Base Cost: | 6EP | A | Large 7.5m/25ft radius per EP |
| Cast Time: | 2NAR | D | Maintained, lasts and emboldens specified targets as long as caster pays 1EP per NAR they go through |
| Energy Armour | D | None | |
| R | Touch | ||
| Pool | Order | E | Target gains +1DR vs. All per 2EP |
| Base Cost: | 2EP | A | Target Touched |
| Cast Time: | 1NAR | D | Medium 1minute per EP |
| Gust of Wind | D | None | |
| R | Short 7.5m/25ft per EP | ||
| Pool | Air | E | You choose the direction of the wind which automatically attempts to Knock Back those caught in it, wind has Strength equal to Caster Type Attribute + 3 per EP |
| Base Cost: | 5EP | A | Large Cube 15m/50ft per EP |
| Cast Time: | 2NAR | D | None |
| Haste | D | None | |
| R | Short 7.5m/25ft per EP | ||
| Pool | Order | E | The target gains 1NAR per 4EP |
| Base Cost: | 2EP | A | Targeted |
| Cast Time: | 2NAR | D | Short 1round per EP |
| Hastened Healing | D | Minor 1d4 Life per EP | |
| R | Touch | ||
| Pool | Life | E | If the caster sacrifices 1HP per EP in the Spell they can instead cast it for 0NAR but cannot cast it on themselves. As it is technically ‘Life damage’ living targets gain HP equal to the ‘damage’ while undead targets suffer that much damage |
| Base Cost: | 1EP | A | Targeted |
| Cast Time: | 1NAR | D | None |
| Healing Touch | D | Medium 1d8 Life per EP | |
| R | Touch | ||
| Pool | Life | E | As it is technically ‘Life damage’ living targets gain HP equal to the ‘damage’ while undead targets suffer that much damage |
| Base Cost: | 2EP | A | Targeted |
| Cast Time: | 1NAR | D | None |
| Healing Wave | D | Medium 1d6 Life per EP | |
| R | Short 7.5m/25ft per EP | ||
| Pool | Life | E | As it is technically ‘Life damage’ living targets gain HP equal to the ‘damage’ while undead targets suffer that much damage |
| Base Cost: | 4EP | A | Small 1.5m/5ft radius per EP |
| Cast Time: | 3NAR | D | None |
| Leaping Rock Wall | D | None | |
| R | Short 7.5m/25ft per EP | ||
| Pool | Earth, Order | E | First you choose an immobile spot or a mobile object within Range, it will stay or move depending on choice. Whenever a specified target within the Area is attacked a wall of earth will form before the attack with 5DP per EP and Damage Reduction of 4 + 1 per EP vs. All Damage Types, any damage that breaches the wall is transferred to the person it was protecting, even if a wall is destroyed, more will rise again each attack until the Duration is up |
| Base Cost: | 4EP | A | Medium 3m/10ft radius per EP |
| Cast Time: | 3NAR | D | Short 1round per EP |
Magic, Offensive:
| Acid Spray | D | Medium 1d6 Acid per EP | |
| R | Short 7.5m/25ft per EP | ||
| Pool | Water | E | Anything in the area is covered in corrosive acid which burns away dealing damage/2 for each Round it is on the afflicted until it burns away (if it deals 14damage when it first hits, next round it deals 7damage, then 3, then 1, then nothing). A person can spend 1NAR to remove ‘5damage’ of acid from their body before it damages them again |
| Base Cost: | 4EP | A | Small 1.5m/5ft radius cone per EP |
| Cast Time: | 3NAR | D | None |
| Burning Hands | D | Minor 1d4 Fire per EP once released | |
| R | Self | ||
| Pool | Fire | E | The supernatural flames around the caster’s hands will not burn the caster and will last for the Duration and if the caster grasps something each hand can deal 1d4 Fire damage per second they hold it, if it is living they must make Grapple checks to keep holding on or they can release the Spell on something they touch and deal the full damage in one burst, both count as a Flaring Source. Can ignite the second hand for 2EP when casting the Spell (same NAR) |
| Base Cost: | 2EP | A | Self |
| Cast Time: | 2NAR | D | Short 1round per EP or until released |
| Chain Lightning | D | Medium 1d8 Electric per EP | |
| R | Short 7.5m/25ft per EP, Leaping 1 Leap per EP | ||
| Pool | Air, Order | E | There cannot be more targets than Leaps but you can have less targets and more Leaps (hits person A, hits person B, leaps back to person A) |
| Base Cost: | 5EP | A | Targeted 1 per EP |
| Cast Time: | 5NAR | D | None |
| Consume Spirit | D | Minor 1d4 Death per EP | |
| R | Short 7.5m/25ft per EP | ||
| Pool | Death | E | If the target is living they take the Death damage and you gain that much HP. If they are undead they gain the Death damage to HP and you lose the same amount |
| Base Cost: | 2EP | A | Targeted |
| Cast Time: | 2NAR | D | None |
| Death Spark | D | Minor 1d4 Death per EP | |
| R | Short 7.5m/25ft per EP | ||
| Pool | Death | E | The spark travels in a straight line from your fingertip and rips apart a piece of their soul. The spark will pass through non-living objects until it comes in contact with a living thing before it is used |
| Base Cost: | 2EP | A | Targeted |
| Cast Time: | 2NAR | D | None |
| Drain Soul | D | Minor 1d4 Death per EP | |
| R | Short 7.5m/25ft per EP | ||
| Pool | Death | E | Drains a portion of the targets’ souls and heals the caster’s HP the total amount of damage dealt to all targets, if any undead are healed you instead lose the amount they gain |
| Base Cost: | 3EP | A | Targeted 1 per EP |
| Cast Time: | 3NAR | D | None |
| Drown | D | None | |
| R | Short 7.5m/25ft per EP | ||
| Pool | Water | E | Fill target(s) lungs with water which they must spend 1NAR to remove or begin drowning, they start by suffering 1 Temporary Con damage per NAR they act but do not bilge their lungs, at 0Con they count as having drowned under Water Rules |
| Base Cost: | 1EP | A | Targeted 1 per EP |
| Cast Time: | 2NAR | D | Maintained, as long as the Spell is maintained water will continually fill target(s) lungs, 1EP per NAR to maintain |
| Earth Grab | D | None | |
| R | Medium 15m/50ft per EP | ||
| Pool | Earth | E | Grapple targets’ feet to the ground with a Strength of 5 per EP using |
| Base Cost: | 3EP | A | Targeted 1 per EP |
| Cast Time: | 3NAR | D | Short 1round per EP |
| Empower Weapon | D | None (Weapon’s own +1 per EP) | |
| R | Touch | ||
| Pool | Order | E | Touched weapon deals +1damage per hit per EP |
| Base Cost: | 2EP | A | Touched Target |
| Cast Time: | 1NAR | D | Medium 1minute per EP |
| Freezing Burst | D | Medium 1d6 Cold per EP | |
| R | Short 7.5m/25ft per EP | ||
| Pool | Water | E | Anything hit makes a Physical Resistance check vs. Caster Check + 1 per 3EP, if they fail they suffer -1Coord/-1Ref/-1Spd/-1Str per EP, if they succeed they only take damage, every second each Attribute recovers by 1 |
| Base Cost: | 4EP | A | Small 1.5m/5ft radius cone per EP |
| Cast Time: | 3NAR | D | None |
| Lightning Touch | D | Medium 1d8 Electric per EP | |
| R | Touch | ||
| Pool | Air | E | Touched object makes a Physical Resistance check vs. Caster Check, failure means they suffer electrical stun for 1NAR per point of failure, success and they only take damage, once casting is completed you make an immediate touch attack using your Caster Check for AB, if your attack misses you can expend 1EP to retain the Spell to try again, this EP does not count towards maximum DREAD |
| Base Cost: | 2EP | A | Targeted |
| Cast Time: | 1NAR | D | None |
| Salvos of Flames | D | Minor 1d4 Fire | |
| R | Medium 15m/50ft per EP | ||
| Pool | Fire | E | Every second you unleash 1 ball per EP, individually targeting each ball at a target within Range. You can do nothing but direct the salvos, if you stop, sustain enough damage to break concentration, or make a 3D and do not maintain concentration (see Spell casting rules) then the salvos ends prematurely. Each ball deals the 1d4 Fire damage and counts as a Flaring Source under the Burnination rule |
| Base Cost: | 4EP | A | Targeted |
| Cast Time: | 3NAR | D | Short 1round per EP, Maintained |
This small sample of Abilities/Spells is a good example of what Bean Me! players can expect to come across in larger Templates. Along with these Abilities/Spells are often these rules:
Abilities:
Combining Abilities - Some Abilities will have their NAR use listed as ‘NAR as attack’. These Abilities can be used together on a single attack for the same NAR. The maximum 3P of each Ability is determined by their associated Skill. If the Abilities are from the same Skill then they are combined and use the same max total, but if they are from multiple Skills then they use their associated maximums.
High 3P Cost Abilities - If the lowest 3P cost of an Ability is greater than a person’s use Ranks (Weapon Mastery) they can still use the Ability but only at its lowest 3P cost possible.
Non-‘NAR as attack’ Ability use Maximum - Certain Abilities are neither ‘NAR as attack’ nor cost any NAR, instead reducing NAR cost or otherwise costing no NAR. Just because it costs no NAR does not mean you can use as many as you want and as much 3P as you want. Outside of ‘NAR as attack’ Abilities you can use up to your maximum 3P each NAR on these kinds of Abilities.
Spells:
Attack Spells - Casting an attack Spell (those that deal Damage or negatively affect a person) is like making an attack. If it is targeting a specific target (such as a magic arrow) the caster makes an ‘attack check’ known as a Caster Type check of Caster Type Ranks + Caster Type Attribute Mod + Level Bonus AB + d20 vs. enemy AR if they attempt a 3D, unless otherwise stated a person can attempt to use a 3D versus the Spell. If a Spell is just affecting an area (such as an explosion or wave) then the caster makes a Caster Type Rank check of Caster Type Ranks + Level Bonus AB + d20 vs. enemy Avoidance Chance. Some Spells may circumvent either rule (such as a mind affecting Spell) and list their own checks if there are any (such as Mental Shielding or Physical Resistance), if it requires a Mental Shielding or Physical Resistance check then the check is determined the same as the Avoidance Chance (Caster Type Ranks + Level Bonus AB + d20). Unless otherwise stated all Damage Spells with a Duration will deal their Damage as soon as a person is first affected by the Spell (i.e. enter the Area) and again at the beginning of each Round the person is affected. Spells have a Distance Increment of 3m/10ft per AB.
Faster Cast - Magic practitioners may reduce the NAR cost of a Spell by paying the Base Cast Cost again to reduce it 1NAR to a minimum of 1NAR. This additional EP counts against the initial casting of the Spell or the EP max set by their Knowledge Base Ranks. If they have at least 4Ranks in Magic, Defensive and attempted to cast Energy Armour (2NAR, 2EP Base Cast Cost), they could instead spend an initial 4EP and the Spell would be cast immediately for 1NAR rather than 2NAR CT. This EP does not count towards maximum DREAD.
Now, with our options set, let us create our guide character!
1. We choose human
2. We roll 3d6 for the 10Attributes and ‘leech’ with results of:
| Attributes | Rearrange | Stats | Mods |
| Con_____12 | +3 | 15 | 7 |
| Coord____10 | +4 | 14 | 7 |
| Ref______10 | +4 | 14 | 7 |
| Str______16 | -2 | 14 | 7 |
| Cha______9 | +3 | 12 | 6 |
| Int______13 | -3 | 10 | 5 |
| Intu_____15 | -5 | 10 | 5 |
| Wis_____14 | -4 | 10 | 5 |
| Beau____11 | -2 | 9 | 4 |
| Spd_____10 | +2 | 12 | 6 |
3. We choose Con, Coord, Ref, and Str as our Attributes for Major Skills
4. We choose Armour, Combat Style, Shield Coordination, Shield Reflexes, and Weapon Mastery with results of:
| Major Skill | Points | Ranks | 3P |
| Armour | 7 | 3 | HP |
| Combat Style | 7 | 3 | WP |
| Shield Coordination | 4 | 2 | HP |
| Shield Reflexes | 7 | 3 | HP |
| Weapon Mastery | 7 | 3 | WP |
5. We choose Balance, Climb, Jump, Lurk, Notice, Prowl, Swim, and Tumble
| Minor Skill | Attribute | Points | Type | Total |
| Balance | Coord | 14 | Universal | 28 |
| Climb | Str | 14 | Universal | 28 |
| Jump | Str | 14 | Universal | 28 |
| Lurk | Coord | 12 | Universal | 26 |
| Notice | Intu | 10 | Universal | 20 |
| Open Locks | Coord | 6 | Trained | 12 |
| Prowl | Coord | 12 | Universal | 26 |
| Swim | Str | 14 | Universal | 28 |
| Tumble | Ref | 14 | Universal | 28 |
6. We choose Continuing Strike, Flurry of Blows, and Quick Draw for Abilities
7. Our 3P’s are 33HP (15Con + 18 from Major Skills), 28WP (14Coord + 14 from Major Skills), 10EP (10Intu)
8. We reference Parts of Every Character to find:
• 3D’s: 13 (base 6 + Ref Mod)
• AB: 8 (base Coord Mod + Level bonus)
• Avoidance Chance: 7 (base Ref Mod)
• Initiative: 7 (base Ref Mod)
• Mental Shielding: 5 (base Int Mod)
• NAR: 13 (base 6 + Ref Mod)
• Physical Resistance: 7 (base Con Mod)
• Alignment: Order -15, Virtue -10
9. We decide our character should be:
Name: Rold Tanbid
Gender: Male
Age: 30 years old
Height: 1.875m/6.4ft
Weight: 110kg/242lb
Eyes: Brown round eyes
Hair: Black short, straight hair
Skin: White, a few scars
Biography: Rold Tanbid was once a soldier during the war. When the war ended he found himself haunted by the memories and with few skills and thus could no longer remain within ‘normal’ society. He is not an evil man but is almost entirely selfish and will not help without a price, even willing to commit minor crimes if it pays well. He has since returned to his home town of Ravenhelm in attempt to return to normalcy.
We now have all of the pertinent information of our character drawn up and recorded. We are now an adventurer in another world!
Starting the Game, Equipment
Starting Gear
Equipment can have a huge impact on a game; regardless of setting. What equipment is available is entirely dependent on the OM and likely the Template. In most circumstances the Template will list a ‘starting fund’ for Players to use to purchase items of their choice and is usually only enough for basic items of each type – basic being dependent on the Template. The other common choice is each Skill will give varying levels of items based on Ranks at first Level, the higher the Rank the better the item – this includes items necessary for Minor Skills. If a Template does not give a specific method or the OM does not like it they can choose their own.
Future Gear
Equipment will likely progress through a game, its power should tier up with the power of the Players. Some OM’s or Templates might not allow for progression, or at least not that much, and Players should be aware of this as it may alter plans. This should be kept in mind as it makes starting gear less of a life alteration and more of a temporary small bonus. Most future gear will be looted, purchased, or created by the Players, depending on their desire.
Understanding Gear
Gear usually comes in two main categories with a Template: Battle Gear and Gear. Battle Gear includes Armour, Shields, and Weapons of both Melee and Range. Gear is everyday use items such as clothing, food, and tools. Non-Skill-use Gear is often considered ‘automatic’ unless an OM chooses to strictly follow Random Rules such as Maintaining a Body and Weather (very few people will walk around naked or go without eating, some OM’s will let it be ‘automatic’, some might make Players specify they buy clothing and food).
As Templates will each have their own specific kinds of Gear knowing every piece of Gear is unnecessary, knowing their basic rules is easier. Most Templates’ Battle Gear will follow the rules laid out in the Core, Equipment chapter.
Currency
Most Templates will come with their own currency system. Some however will be set ‘too old’ for currency or to the point it is ‘no longer necessary’ or for no apparent reason just does not use one. Most will either have set gear with set prices or use formulas to determine price based on gear type and its statistics. Currency will then usually be gained through selling crafts and loot and performing tasks and is used to replace or upgrade gear.
Guide View #3: Equipping the Characters
With Skills chosen the gear the characters want/can use will be easy to discover. For this guide Campaign the options will be basic and characters will only be given what they can use. It is a good idea to read the Core, Equipment chapter to understand the armour, shield, and weapons rules.
Armour
Armour provides Damage Reduction vs. All non-Death/Life damage
Chain – 5DR, 2MRB, 50APP
Cuir Bouilli – 3DR, 1MRB, 15APP
Gambeson – 2.5DR, 1MRB, 12APP, can be worn under any other armour
Lamellar – 7.5DR, 3MRB, 112APP
Plate – 12.5DR, 6MRB, 375APP
Magic
Soul Stones contain the listed EP which can be drained by a person who meets the Magic Caster Type Ranks requirement. They can drain up to 5EP per Rank per NAR but cannot exceed their maximum EP. A Soul Stone can be replenished by a person with Magic Caster Type Ranks, refilling it using their own EP at a rate of 5EP per Rank per NAR or EP of a person within 1.5m/5ft per Rank, if that person wishes to resist they can make a Mental Shielding check vs. Caster Type Ranks + 1 per AB Level bonus + d20, if the caster succeeds 5EP per Caster Type Rank can be drained and refills the Soul Stone, if they fail the EP is not drained and the NAR is spent.
Due to the nature of construction of Soul Stones a person can only have on their person one at a time. If a person without Magic Caster Type Ranks takes possession of Soul Stone it will become an inert stone for 1hour.
Small Soul Stone – Max 50EP, 2Ranks requirement
Medium Soul Stone – Max 100EP, 4Ranks requirement
Large Soul Stone – Max 150EP, 6Ranks requirement
Gargantuan Soul Stone – Max 200EP, 8Ranks requirement
Melee
When using a weapon 2handed your Str counts as double for the ‘Str 1h’ column which is the weapon’s Str Requirement to use
Maces:
| Type/Name | Damage (die) | Damage Type | Str 1h | Weight kg/lb | Length m/ft | Chain m/ft |
| Battle Mace | 1d12 | Bludgeon | 15 | 8.75/19.25 | 0.3/1 | - |
| Club | 1d6 | Bludgeon | 6 | 0.445/0.979 | 0.45/1 | - |
| Club of War | 2d4 | Bludgeon | 9 | 0.68/1.5 | 0.9/3 | - |
| Double-headed Axe | 1d10 | Hack | 12 | 4/8.8 | 0.9/3 | - |
| Flail 1head | 1d8 | Bludgeon | 9 | 3.75/8.25 | 0.3/1 | 0.3/1 |
| Flail 2head | 2d8 | Bludgeon | 18 | 7/15.4 | 0.3/1 | 0.3/1 |
| Flanged Mace | 1d6 | Slash | 6 | 3.75/8.25 | 0.3/1 | - |
| Greataxe | 4d4 | Hack | 18 | 7.5/16.5 | 0.9/3 | - |
| Hand Axe | 1d4 | Hack | 3 | 1/2.2 | 0.3/1 | - |
| Kama | 1d4 | Slash | 3 | 1/2.2 | 0.3/1 | - |
| Maul | 4d8 | Bludgeon | 33 | 20/44 | 0.9/3 | - |
| Mining Pick | 3d6 | Pierce | 21 | 10.25/22.55 | 0.9/3 | - |
| Morningstar | 1d6 | Pierce | 6 | 3.75/8.25 | 0.3/1 | - |
| Warhammer | 4d4 | Bludgeon/Pierce | 18 | 9/19.8 | 0.9/3 | - |
Polearms:
| Type/Name | Damage (die) | Damage Type | Str 1h | Edge | Weight kg/lb | Length m/ft | Width cm/” |
| Bo | 1d8 | Bludgeon | 9 | None | 1.25/2.75 | 1.8/6 | |
| Glaive | 1d10 | Hack/Pierce | 12 | Single | 2/4.4 | 2.6/8.5 | 2.55/1 |
| Halberd | 1d12 | Hack/Pierce | 15 | Back spike | 2.75/6.05 | 2.4/8 | 2.55/1 |
| Naginata | 2d8 | Hack/Pierce/Slash | 18 | Single | 2.5/5.5 | 3/10 | 2.55/1 |
| Pike | 1d20 | Pierce/Slash | 22 | Double | 3.75/8.25 | 4.8/16 | 2.55/1 |
| Quarterstaff | 1d12 | Bludgeon | 15 | None | 2.25/4.95 | 3/10 | |
| Short Spear | 1d6 | Pierce/Slash | 6 | Double | 1.25/2.75 | 1.2/4 | 2.55/1 |
| Trident | 1d10 | Pierce | 12 | Tri prong | 2.5/5.5 | 1.8/6 | 1/0.4 |
Swords:
| Type/Name | Damage (die) | Damage Type | Str 1h | Edge | Weight kg/lb | Length m/ft | Width cm/” |
| Arming Sword / Short Sword | 1d8 | Pierce/Slash | 9 | Double | 0.75/1.65 | 0.9/3 | 2.55/1 |
| Bastard Sword | 1d12 | Hack/Pierce | 15 | Double | 2.273/5 | 1.2/4 | 5.1/2 |
| Baton Sword | 1d6 | Pierce/Slash | 6 | Double | 0.75/1.65 | 0.765/2.5 | 2.55/1 |
| Claymore | 2d8 | Hack/Pierce | 6 | Double | 2.75/6.05 | 1.5/5 | 5.1/2 |
| Cutlass | 1d6 | Pierce/Slash | 6 | Single/Curved | 1.25/2.75 | 0.6/2 | 5.1/2 |
| Dirk | 1d4 | Pierce/Slash | 3 | Double | 0.25/0.55 | 0.3/1 | 2.55/1 |
| Flamberge | 1d12 | Hack/Pierce | 15 | Double Wavy | 2.273/5 | 1.2/4 | 5.1/2 |
| Gladius | 1d6 | Pierce/Slash | 6 | Double | 1.25/2.75 | 0.6/2 | 5.1/2 |
| Katana | 1d8 | Hack/Pierce/Slash | 9 | Single | 1/2.2 | 0.9/3 | 2.55/1 |
| Longsword | 1d10 | Hack/Pierce | 12 | Double | 1.25/2.75 | 1.2/4 | 2.55/1 |
| Nodachi | 2d8 | Hack/Pierce/Slash | 18 | Single | 1.75/3.85 | 1.8/6 | 2.55/1 |
| Rapier | 1d8 | Pierce/Slash | 9 | Single or Double | 0.25/0.55 | 0.9/3 | 2.55/1 |
| Tanto | 1d4 | Hack/Pierce/Slash | 9 | Double | 1.75/3.85 | 0.9/3 | 5.1/2 |
| Two-handed Sword | 3d6 | Hack/Pierce | 21 | Double | 3.5/7.7 | 1.8/6 | 5.1/2 |
| Wakizashi | 1d6 | Hack/Pierce/Slash | 6 | Single | 0.5/1.1 | 0.6/2 | 2.55/1 |
Ranged
Stringed:
For every Strength they possess they increase the lbf (pound force) by 10 and the range increases by 20m. As well, for every 3Str (30lbf) put into a shot the damage goes up a dice category. Each stringed lists a maximum Strength (lbf and range) someone can put into a shot and whether. It is up to the user to decide how much Strength to put into a shot and can attempt to go to the maximum of the stringed by taking a -1AB penalty per extra Strength they try to overstrain themselves by.
1lbf = 2m/6.67ft
30Lbf = +1dice category
1Str = 10lbf
All listed string weaponry takes 1NAR to reload and draw to a firing position.
| Type/Name | Damage (die) | Max Force lbs | Range m/ft | Weight kg/lb |
| Composite Bow, Long | 1d12 | 160 | 320/1065 | 1.25/2.25 |
| Composite Bow, Short | 1d6 | 80 | 160/532.5 | 0.75/1.65 |
| Longbow | 2d8 | 180 | 360/1200 | 2.273/5 |
| Shortbow | 1d8 | 90 | 180/600 | 1.25/2.75 |
| Slingshot | 1d4 | 10 | 20/65 | 0.25/0.55 |
Thrown:
Launcher: 2Str per 20m to fully utilize the distance
Spinning: Each dice category increases Str requirement +2
Spiral: Each dice category increases Str requirement +2
Only launched weaponry (atlatls and slings) suffer Range Increment (being 1/10th of max range). The rest generally have too small a range to matter.
All non-launched thrown weaponry gain +½Str Mod to Damage per attack regardless of style of attack (Hasty, Regular, or Steady).
| Type/Name | Damage (die) | Damage Type | Max Range m/ft | Range Str *m/ft | Edge/Flight | Weight kg/lb | Length m/ft | Radius cm/” |
| Atlatl, Launcher | 1d10 | Pierce | 240/800 | 0.5/1.1 | 0.6/2 | |||
| Harpoon | 2d10 | Pierce | 3/10 | Point/Spiral | 3.25/7.15 | 1.5/5 | 1.8/0.72 | |
| Javelin | 2d8 | Pierce | 6/20 | Point/Spiral | 2/4.4 | 1.35/4.5 | ||
| Kunai | 1d8 | Pierce | 3/10 | Spin | 1/2.2 | 0.3/1 | ||
| Pilum | 3d8 | Pierce | 1.5/5 | Pyramid/Spiral | 3/6.6 | 1.8/6 | ||
| Shuriken | 1d4 | Pierce | 1.5/5 | 4 Tip/Spiral | 0.05/0.11 | 5.1cm/2” | ||
| Sling, Launcher | 1d6 | Bludgeon | 210/700 | 0.025/0.055 | 0.3/1 | |||
| Tomahawk | 1d8 | Hack | 1.5/5 | Single/Spin | 1/2.2 | 0.6/2 |
Shield
For every 0.5kg/1.1lb the shield has +1 1handed Str requirement
| Type/Name | BlRa | BSM | PSM | MRB | Str Req. | Weight kg/lb |
| Buckler | +5% | +1 | +3 | -1 | 2Str | 1.3/2.85 |
| Heater | +10% | +2 | +2 | -2 | 6Str | 3.3/7.2 |
| Kite | +15% | +3 | +1 | -3 | 7Str | 3.9/8.6 |
| Targe | +10% | +2 | +3 | -2 | 6Str | 3.3/7.2 |
| Tower | +30% | +6 | * | -6 | 10Str | 5.2/11.4 |
| Wall / Pavis | +45% | * | * | -9 | 13Str | 6.5/14.3 |
Buckler Special – Being small enough, a buckler can be strapped to an arm rather than having to be held at all times allowing a person to use a second weapon or use a weapon two-handed. While strapped to the arm it provides the BlRa bonus but not the BSM or PSM bonus and its MRB still applies.
Wall Shield Special - The user can either use the Wall shield to guard someone behind them as well as their self (mobile or immobile) or they can use the stand and hide behind it gaining double the Block Rating, effectively acting as though they are in Defensive Stance against Ranged Attacks.
Selection
Each Player will get up to the best that they can use from their Skills and Stats. If they had 3Ranks in Armour they could take a suit of Gambeson and Chain. If they had 2Ranks in Magic Caster Type they could take a Small Soul Stone. If they had 14Str and Ranks in Combat Style or Weapon Mastery, Melee they could take a weapon with up to 28Str 2handed requirement but if they also used a shield they would only have a weapon with up to 14Str 1handed requirement. If they had 2Ranks in Shield Reflexes and 12Str they could take a Buckler, Heater, or Targe.
Selection based on Skills should be balanced and give the Players what they need. They can carry up to 2melee weapons or a ranged weapon with a melee weapon and up to 10launched weapons and 100arrows/stones. They can have 1suit of armour or 2suits if one is gambeson. They can have 1shield. They can have 1Soul Stone.
To equip the character we made earlier we see what his Major Skills are 3Ranks in Armour, 3Ranks in Combat Style/Weapon Mastery, and 3Ranks in Shield Reflexes and he has 14Str. With this we will give him a double-headed axe, a kite shield, and a gambeson suit beneath chain. If our OM allowed it we would take a greataxe as a backup weapon.
Chain/Gambeson: 7DR, 69APP, 0MRB
Kite: 18%BlRa, +5BSM, +3PSM, 0MRB
Double-headed axe: 1d10 Hack + 4Light/9Medium/13Heavy damage from Skills/Str, 12Light/14Medium/18Heavy AB
Playing the Game, First Session
The Setup
With OM chosen, Template and rules decided upon, and characters drawn up and equipped everything is ready for the first Session of play. It is now time for the actual adventure to begin. How the adventure begins is up to the OM and the Template. Some begin with a story narration which introduces the world read by the OM, some by the Players introducing themselves, some in the pitch of action, and others with little more than a ‘you are here’. It is a matter of desired depth of ‘getting into the game’. Ways of getting the PC’s together are determined by the OM and/or the Template.
The Players meet in a bar.
They are life time friends.
They are member of a mercenary guild.
Circumstance brings them together.
Once the world has been set, the Players put in, and the ‘party’ prepared (some OM’s may never have the Players group up, others will have them group up later, many will start them together) the game truly begins.
Adventuring
Playing the game is now handed over from the creation rules to the OM and they should now pass it to their Players. The OM controls the world and its inhabitants for the Players to interact with. The Players choose where to go, what to say, and what to do; the OM controls those who react to the situation and handles any extraneous situations that may come up such as rolling for fall damage, fire spreading, weather changes and effects, and ruling on any discrepancies that might come up; they are not there to ‘combat’ the Players.
While most Templates will be have a basic underlying nature, a clearly visible point A to point B to point C method, some will not be so clear and it will be up to the OM to help guide the Players to a new quest, a new adventure and to keep the game moving if it so needs it. Passing control of the game from Players to OM and back again should be common, allowing for narrations, story developments, and the continuation of the game.
The rules now only serve to keep balance and fairness, solve situations, and act as common grounds.
Guide View #4: Using the Characters
Creating characters can be fun and even quick once you know how. But using them takes it to a whole new level of fun. Now to use the characters we have created. The narration to kick off the game should be suitable for almost any character back story.
Narration read by OM:
Passing through the town of Ravenhelm you come across a dismal sight. Buildings are broken and burnt. Bodies lay bloating in the sun. Many of these bodies are human; a few are of creatures of grotesque features meaning they can be but one thing: monsters. Solemn faces greet you as they move about the macabre scene. As you walk the pitted streets a figure emerges from the crowds and approaches you.
“You there! You have the look of an adventurer, of a person who is looking to fight. Come, this way, we have need of you.”
The middle-aged man then leaves you for a two-storey building which appears mostly undamaged. Inside, once your eyes have adjusted, you see others of your calibre, gathered by this villager.
“Good, I think this is enough. You have all seen the devastation outside. Ravenhelm was once a pearl in comparison to this hell. However, a fortnight ago beasts and monstrous mens from the forests and hills have begun invading our civilized lands. Please, we need help. Farms have been put to the torch, townspeople maimed and killed, and soon we will all be driven from our homes or worse. We are not soldiers or warriors and need your help. We cannot give you much as we are simple farmers and craftsmen, but riches from the surrounding area have been drawn into their lairs and you are more than welcome to it. The townspeople will help you in anyway they can.”
<Do not read: Assuming the Players accept the proposition continue with the narration. If they do not gently remind them this miniature Campaign is only a sample and is very linear.>
“Thank you, thank you all so much. You have given us hope.”
“Don’t thank them yet, Jemmer, they haven’t done anything.”
“Agreeing to even try is enough, Rold.”
Rold shrugs. “OK, if you want to help I’ll show you adventurers around town and lead you to their base. I’ve pretty much been their lone guardian so far and the help clearing this scum out would be appreciated but keep in mind I didn’t survive the war just to die here. Gather what you might need around town and meet me back here. Then we can have some right fun out in the country.”
<Do not read: Around town the Players can find any basic item from the equipment list except Soul Stones but remember the maximum they can carry.>
“Ya’ll ready? Alright, let’s go. I’ll show you what we’re dealing with.”
Rold leads you all outside to where the bodies had lay. The human bodies have been removed, leaving only an assorted view of monsters.
“Bottoms up here’s what we got.
Rold points to a pile of bipeds about half as tall as a human covered in a brownish fur.
“These somewhat-furrier-than-us little men, otherwise known as goblins, hunt in packs and use crude weapons. Easy to kill but another one is just waiting to fill its place. They are usually lackeys to the others.
Rold points to a grey fur covered humanoid with a dog face and claws.
“This here is a beastman, some god’s twisted joke at a half-man, half-beast abomination. Stronger, faster, and hardier than most of either species, intelligent too, best of both worlds but still killable.
Rold points to a man and a half tall humanoid about as thick and wide as half a human’s height.
“An ogre. Tall, strong as five men, can take as much as it can give though thankfully their intelligence is inverse their physical strength. Extremely dangerous and they often have goblin or beastmen cronies. Took me and ten villagers, six of which are alive but wounded, to put him down.
Rold points to an extremely charred man and a half tall humanoid with elongated limbs and sharp, black teeth and two large tusks jutting out from its destroyed face.
“A troll. They don’t look like much until you see one use its teeth and claws and perhaps more frightening, a weapon. They are smart, they are strong, and worst of all they regenerate wounds. Cuts will seal, lost limbs will re-grow, and the dead will rise. They can only truly be killed with acid or fire.
Rold smiles and turns back to the Players.
“There’s a forward group of twenty goblins keeping watch over Ravenhelm in the old fields, ten beastmen guarding a narrow forest pass beyond them, a family of ogres that has lived in the hills for far too long, and finally the trolls’ den with god knows how many of each within. So, how brave do you feel?
Rold grins.
“It seems the trolls formed this unholy alliance. They’ve all been here for a long time, even when I was young, but never like this. Hopefully once we knock out their leaders the rest will fall back to their old ways and go home. Shall we go?”
The further you progress from the residencies and shops of urban Ravenhelm and closer you come to the rural outer farms of Ravenhelm the more devastation you witness.
Walking up a hill you round a bend and Rold holds out a hand to stop you.
“At the stead around the next bend, that’s where those vile goblins setup their watch. The moment we pass that fence they will be able to see us so ready yourselves and prepare for battle.”
Playing the Game, First Battle
Battling Importance
Considered by many the most important part of a P&P/TT game, combat is also one of the most intricate portions. Most people will build towards and play as a battler of some sort making combat rules some of the most important rules to know and possibly memorize. The first battle may seem daunting but once everyone works out their own ‘system’ it should move fairly smoothly and quickly.
Combat System Overview
Combat involves much of what was discovered and recorded on the character sheets including 3D’s, 3P’s, AB, Avoidance Chance, Initiative, Mental Shielding, Morale, NAR, and Physical Resistance. Combat is relatively simple and reviewing the Core, Combat System chapter up to the Actions section is advisable. As the Actions that make combat so versatile involve varying calculations most people prefer to refer to them rather than memorize them.
Quick Combat List
Combat will almost always happen in a set method. Specific orders and actions are determined by the combatants, but the handling of the overall running of combat will remain the same. Barring extraneous situations combat will go as follows:
1. Combat is initiated
2. Initiative is rolled
3. Combatant order is decided by each combatant’s Initiative and then amount of NAR
4. Highest Initiative combatant acts, spends NAR, will act again later based on combat and order system used (Combat Regular or Combat Lite, Round Robin, Double Up, or 12 Seconds)
5. Second highest Initiative combatant acts (assuming they are still alive/conscious), then the third, fourth, and so on until all have acted
6. Once the spent amount of CD/CT NAR has passed for each combatant they act again, if there are any times a tie should arise the combatant with the higher Initiative will act first.
7. Once everyone has spent all of their NAR/12seconds have passed a new Round begins and combat restarts
Combat will generally be this simple each time so long as the NAR is kept track of, slowed down by decision making and Ability/Spell use, and procedure should be quick to memorize.
Guide View #5: Characters, Attack!
As one of the most important features of the game it is time for everyone to experience combat. Anyone who has not read Combat System in the Core up to at least Actions may wish to do so now.
Continue the narration now:
The farmstead is north of your position. It is surrounded by a triple row of trees with a fence on the south, a forest to the east, north, and west. The only clear and safe access is through a gate on the south side. To get to it you must continue on the road east for 15m/50ft and make a left.
Beyond the gate it opens into a cleared patch, many recently felled trees and stubs lay about, others have been built up into a cottage in the centre of the clearing about 30m/100ft ahead of the gate.
“They’ll be watching from the cottage and the second we come in sight they’ll attack.” Rold explains. “Some will charge, some will throw or shoot things. I’d suggest sneaking passed but even worse hides in the woods these days. Besides, they got numbers but the advantage is still ours. So when yer ready.”
<Do not read: Now is the time for the Players to discuss a battle plan if they want one. If they want to know the trees provide 80% Physical Cover both for attacking the goblins and being attacked if they try to attack from the road and are too compact to enter. The gate will provide a 20% Physical Cover bonus if they attack from behind it. If anyone wants to try to sneak up they roll their Lurk and Prowl Skill checks, the goblins have 16Seek and gain +8SR because they are actively watching (24 total). The clearing has 30m/100ft on either side of the gate and there is another 30m/100ft beyond the cottage to the northern road. The cottage itself is a 9m/30ft by 9m/30ft square.>
“OK, plan set? Let’s go.”
As you round the bend you see five goblins sitting in front of the cabin, spears in hand, armour on shoulders, scanning the area. Smoke wisps from the cottage’s chimney.
<Read if the Players are seen>
As one of the goblins’ heads turns towards you it looses a pitched yelp. The cottage door swings open and their number swells, the first five charging with lowered spears. A second later five more goblins with sword and shield charge forward. A second later five more with spears and shield exit, taking up a crouching position a few feet in front of the cabin, behind them five archers begin to open fire.
Once the Players move into position and either sneak up or are spotted by the goblins it is time to initiate combat. Goblin statistics are as follows:
Goblin Scout
Level 1 Soldier
Alignment: -10/-10, Height: 1.2m/4ft, Weight: 50kg/110lb
10Coord/Intu/Ref/Speed, 8Beau/Cha/Con/Int/Str/Wis
5Avoidance Chance, 4Mental Shielding, 4Physical Resistance
6AB, 5Initiative, 11 3D’s/NAR
Major Skills – Each has one of the following sets:
• Combat Style 5Points/2Ranks, Shield Reflexes 5Points/2Ranks
• 13HP, 15WP, 10EP
• Power Attack, Quick Draw
• Heater: 12%BlRa, +2BSM, +2PSM, 0MRB
• Gladius: 1d6 Pierce/Slash OR Short Spear: 1d6 Pierce/Slash, +1/2/4 damage, 9/10/13 AB
• Combat Style 5Points/2Ranks, Weapon Mastery, Melee 4Points/2Ranks
• 8HP, 19WP, 10EP
• Power Attack, Quick Draw
• Halberd: 1d12 Hack/Pierce + 4/6/10 damage, 9/10/13 AB
• Ranged Mastery 5Points/2Ranks, Weapon Mastery, Ranged 4Points/2Ranks
• 8HP, 19WP, 10EP
• Distant Shot, Quick Load
• Shortbow: 1d6 Pierce + 2/4/6 damage, 160m/533ft maximum range, 16m/53ft Range Increment, 20arrows, 9/10/13 AB
Minor Skills:
• Balance: 10Points + 10Coord 20
• Climb: 8Points + 8Str 16
• Jump: 8Points + 8Str 16
• Lurk: 10Points + 10Coord 20
• Notice: 10Points + 10Intu 20
• Prowl: 10Points + 10Coord 20
• Seek: 8Points + 8Wis 16
• Swim: 8Points + 8Str 16
• Tumble: 8Points + 10Ref 18
Once the Players are spotted or sneak up and are about to attack the unsuspecting goblins combat will begin. Before it begins, we’ll take a look at how ‘12 Seconds’ combat works. Knowing that Rold has 13NAR and the goblins each have 11NAR we can easily determine their NAR per second:
| Action | Combatants |
| 1 | 2Rold, Goblin |
| 2 | Rold, Goblin |
| 3 | Rold, Goblin |
| 4 | Rold, Goblin |
| 5 | Rold, Goblin |
| 6 | Rold, Goblin |
| 7 | Rold, Goblin |
| 8 | Rold, Goblin |
| 9 | Rold, Goblin |
| 10 | Rold, Goblin |
| 11 | Rold, Goblin |
| 12 | Rold |
As we see Rold will have 2NAR to spend on the first second and then 1NAR on each following second. Alternatively the goblins will only act once per second but will not act all on the twelfth second. To find the Players’ NAR row numbers keep in mind if they are below 12NAR then you start at the bottom (12) and -1NAR going up every even NAR row (12, 10, 8, 6, 4, 2) until you reach the top then restart at 11 and -1NAR going up every odd NAR row (11, 9, 7, 5, 3, 1) and if they have more than 12 NAR you start at the top (1) and +1NAR going down every odd NAR row (1, 3, 5, 7, 9, 11) and then restart at 2 and +1NAR going down every odd NAR row (2, 4, 6, 8, 10, 12).
That done, let’s roll Initiative!
Without knowing the Players’ statistics we will instead only give a sample combat of Rold versus 5goblins with gladius and shields.
Rold rolls a 19 on his Initiative for a total of 26
Goblins rolls a 14 on their Initiative for a total of 19
Rold performs a Medium attack, 14AB, and rolls a 16 on his d20 for a total of 30. He rolls 26 on his chance of getting past the goblin’s 12%BlRa shield.
The goblin attempts to Parry with his shield with a 2 3D Parry, 11 base. He rolls a 13 for a total of 24AR. His Parry is unsuccessful.
Rold rolls his damage, 1d10 + 9, and deals 11 damage. The goblin is severely wounded but alive.
The five goblins all make Medium attacks, 10AB, at 12, 12, 11, 16, and 28 AB totals. They roll for their chance to pass his shield of 18%BlRa, they get 35, 15, 8, 4, and 83 respectively, with two attacks making it past his shield.
Rold attempts a 1 3D Parry and a 3 3D Parry with results of 25AR and 22AR. The first attack is successfully Parried, the second makes it through.
The attack deals 5 damage, Rold’s armour’s DR negates it and he takes no damage.
The first NAR row is over. Rold is out of CD but the goblin’s are all in CD for the next row.
NAR row 2
Rold: Flurry of Blows Heavy attack against two uninjured goblins. 31AB and 34AB. 12 and 49 against 12%BlRa, the tie fails. Goblin 3 3D Parries, 14 base, and rolls 10, he is hit for 16 damage. The goblin is dead.
NAR row 3
The four remaining goblins come out of CD. Each makes a Heavy attack at 16, 15, 16, and 30 AB with 81, 100, 73, and 17 respectively to pass his shield, the last one fails. Rold 1 3D Parries each of the attacks at 21, 25, and 37 AR, all are Parried.
NAR row 4
All are in CD
NAR row 5
Rold: Flurry of Blows Heavy attack against two uninjured goblins. 25 and 22 AB. 48 and 75 against 12%BlRa. They attempt to 3 3D Dodge. 27 and 21 AR. One is dealt 15 damage. The goblin is dead.
NAR row 6
The three remaining goblins come out of CD. Each makes a Heavy attack at 14, 18, and 24 AB with 47, 70, and 87 respectively to pass his shield. Rold 1 3D Parries each of the attacks at 34, 22, and 35 AR, all are Parried.
NAR row 7
All are in CD
NAR row 8
Rold: Flurry of Blows Heavy attack against two uninjured goblins. 31 and 25 AB. 69 and 2 against 12%BlRa. The goblin attempts to 3 3D Dodge. 16 AR. It is dealt 19 damage. The goblin is dead.
NAR row 9
The two remaining goblins come out of CD. Each makes a Heavy attack at 25 and 23 AB with 79 and 27 respectively to pass his shield. Rold 1 3D Parries each of the attacks at 19 and 26 AR. The goblin deals 8 damage, 7 is negated by DR, Rold is down 1APP.
NAR row 10
All are in CD
NAR row 11
Rold: Flurry of Blows Heavy attack against the last two goblins, the first attack against the uninjured, the second against the injured. 28 and 33 AB. 40 and 5 against 12%BlRa. The goblin attempts to 3 3D Dodge. 17 AR. It is dealt 22 damage. The goblin is dead.
NAR row 12
The goblin comes out of CD. He makes a Heavy attack at 32 AB with 40 to pass his shield. Rold 1 3D Parries at 18 AR. The goblin deals 8 damage, 7 is negated by DR, Rold is down 1APP.
Rold rolls 3 on his Initiative for a total of 10
The goblin rolls 10 on his Initiative for a total of 15
NAR row 1
The goblin is still in CD from his last attack.
Rold: Flurry of Blows Heavy attack against the goblin. 37 and 33 AB. 35 and 90 against 12%BlRa. The goblin attempts two 3 3D Dodges. 20 and 22 AR. It is dealt 40 damage. The goblin is really, really dead (it is at -38HP because of its earlier damage).
Combat is over.
Rold is awarded 50exp for each goblin (250exp) +20% for being outnumbered by 4 (4 * 5%) and gains a total of 300exp.
All in all combat moved fairly quick. Just over a Round, Rold was slightly damaged and used 25WP. If he planned to fight anymore that day without rest it was possibly a bad idea to use that much.
As you see though the goblins were quick to realize only Heavy attacks could damage him and 3 3D’s could hope to save them and switched from their Medium attacks/2 3D’s. An OM must consider ‘AI’ of the allies/foes of Players. Which Abilities/Spells will they use? 1, 2, or 3 NAR attacks/3D’s? Who will they attack? For simplicity sake many prefer to ignore that they have ‘non-essential’ Abilities, perform 2NAR/2 3D’s on all attacks/3D’s, and will attack the closest/biggest threat. Each will quickly find their own method of running combat fairly quickly.
Playing the Game, Continuing the Adventure
Continue the Adventure?
Most people will know almost right away, especially after their first combat experience, if a game is right for them. Hopefully the combination of rules, story, and players involved bring it to an enjoyable conclusion and the gaming continues. As far as the individual adventure goes it is usually up to the OM. If they have more story prepared and the desire to do so the adventure can continue through storyline after storyline, battle after battle, and maybe even character after character. In the end it is up to the group. Continue the adventure because it is fun or end it because you want to try new characters, give someone else a chance to OM, or because there is no more story to play through? There are many reasons for continuing and stopping an adventure and only each group will be able to tell when that is.
Change Rules Mid-Game?
Rules of all sorts throughout the Core and most Templates are fully optional. Aside from the basics of Attributes, Skills, and Combat very little from the Core is necessary to run a functional game. It is adaptable and can be as deep or as shallow as desired. When first reading through and picking rules it can be monumental to choose the ‘right ones’ and as such most will choose less rules than more. Later on though as they become more familiar with them they may wish to add more rules or will find a rule is more trouble than it is worth and get rid of it. Changing the rules is OK so long as it is agreed upon by the group and they know why the OM wants to add/lose it. Discovering Stun Abilities/Spells to be ‘overpowered’ and modifying them so Stun ends immediately when damaged or removing Stun altogether are options that can solve problems that make a Campaign next to impossible to play.
Alternating Adventures
Life happens. Sometimes an OM, Player, or even multiple group members will be available/unavailable on different days when they were supposed to be there/not be there making playing the current game/characters difficult. Sometimes an OM will not have as much time to work on their next story piece as they need and a Session of that adventure will not be possible, or sometimes they just do not feel like running the world that night. Sometimes a Player has made an adventure and wants to try it out as the OM for a Session. As such having multiple adventures planned and the ability to change at anytime can be useful. Just because you do not play it for a week or two does not mean you will never play it again.
Life and Death
One of the hardest parts of such a game is the loss of a character. Players worked hard to create a character, craft them into an extension of themselves in an alternate world, and have essentially lived through that character. For some the death of a character is little more than the annoyance of re-rolling or the chance to try something new. For others it is devastating. As such OM’s will need to consider how to handle the death of a PC from resurrection to creating a new character entirely.
Battling vs. Roleplaying
There are two primary reasons for playing a P&P/TT: Battling and Roleplaying. Some find it more fun to battle, others find it more fun to roleplay, and some will outright abhor doing one or the other finding battling brutish and no fun or roleplaying a waste of time. Most groups will be quick to find a balance that suits them, leaning more towards one or the other or almost completely ignoring one for the other.
Guide View #5: Let’s Save Ravenhelm!
Now that the Players have defeated the goblin scouts – we hope – it is time for them to continue their quest to save Ravenhelm. If the group feels one battle was enough and they have learnt all they need to from the guide then happy hunting in other worlds! But if people are still uncertain, want to test the mettle of their character more, or have decided they want to see how things play out/keep these characters after the adventure then here is what you need to finish the Campaign:
<Do not read: Battles after this point will become much more difficult. If the Players should die (their current HP is less than –Con Stat) consider them instead unconscious and that a healing Spell can bring them back without issue and once in positive HP they recover as normal. If they suffer a total party wipe (they all die) then it ends. If they do not have a healer then they can bring them back to Ravenhelm where a healer can help them.>
After your triumph over the goblin scouts you feel confident in your abilities to vanquish the foes of Ravenhelm and restore it to its once peaceful ways.
“We might stand a chance,” murmurs Rold.
North of the cabin the forest road winds for a kilometre through hills and immense trees before Rold stops you once more.
“Ahead is the Barrow Pass. Two man-made hills flanked by a mountain on either side. They served to mark the boundaries between man and beastman. It was an uneasy truce but it held, or it used to anyways. When I was up scouting this way earlier they were using it as a chokepoint. We can try to sneak over the mountain again like I did but it will take too long, they could amass an army by then. It’ll be tough but we gotta break through here. Even though there’s half as many as there were goblins don’t let down your guard.”
As you approach the turn before Barrow Pass the sounds of wildlife quiets. The forest road widens to accommodate the width of the barrows. It is so thick you cannot see more than a few metres before the large trees overtake any path you might follow.
“We’re close, just around this bend. They are broken into two groups. One at the hills themselves and another camped nearby as reinforcements. We need to wipe out the first group and take the hill before those reinforcements arrive or we might well be surrounded or routed. If we can charge up, kill the first five, and climb the hill we can fire down on them while they scramble up the hill. Up to you guys.”
<Do not read: If the Players have a better idea or do not think they need to worry they can come up with their own battle plan. Keep in mind Rold will not die for other people, even for his home of Ravenhelm. If he is seriously injured or thinks the battle will be lost if he can dispatch his opponent and retreat back to town he will do so. If the battle is going well whenever he has dispatched all his melee foes he will help others or try to knock out any ranged foes or possibly use his shield in Defensive Stance to provide cover to the party’s ranged characters.>
“OK, that’s the plan. Let’s go.”
<Do not read: The Barrows are 6m/20ft tall with 12m/40ft diameter base and 7.8m/26ft diameter flat top which gives it a 60° angle or +/- 50% Speed while ascending/descending the hill and anyone on top attacking someone climbing the hill would gain at least +2AB/AR from High Ground rules. There is a 3m/10ft gap between the hills. Atop the hills, mostly laying behind it, are the five forward scouts keeping an eye out for intruders, each has 90% Physical Cover. Once the Players take the final turn, 30m/100ft from the barrows, unless they can stay hidden while moving up to the hill, the scouts will howl and charge down the hill at the party. The second group, 126m/420ft from the hill, will immediately charge up, reaching the hill’s base in 1round. Keep in mind beastmen have no weapons and will only Dodge.>
Beastman
Level 6 Monster
Alignment: -15/0, Height: 1.8m/6ft, Weight: 150kg/330lb
16Physical, 14Speed, 10Beau/Mental
3P’s: 56HP, 56WP, 35EP
10Avoidance Chance, 7Mental Shielding, 10Physical Resistance
10AB, 10Initiative, 13 3D’s/NAR
Major Skills:
• Ferocious Beast 6Ranks
• +1 unarmed dice category of damage per Rank
• +1AB on unarmed attacks per 2Ranks (does not suffer –AB for attacking with multiple unarmed limbs)
• +1DR vs. all non-Death/Life per 3Ranks
• 3d6 Slash with 2claws, 3d6 Pierce with teeth, + 2/4/8 damage, 15/17/21 AB, 2DR
Minor Skills:
• Balance: 44Points + 16Coord 60
• Climb: 44Points + 16Str 60
• Jump: 44Points + 16Str 60
• Lurk: 56Points + 16Coord 72
• Notice: 35Points + 10Intu 45
• Prowl: 56Points + 16Coord 72
• Seek: 35Points + 10Wis 45
• Swim: 43Points + 16Str 59
• Tumble: 43Points + 16Ref 59
With the beastmen defeated you know you are now only half way to accomplishing your goal of liberating Ravenhelm from the monstrous marauders. Beyond Barrow Pass you see the road from Ravenhelm continuing into the mountains where the ogres are said to live.
<Do not read: If they need to now is a good time to rest and if they have gained enough Experience to Level up. If Rold is below 75% HP he will suggest they rest for an hour before heading out.>
“Everybody ready?” Rold inquires, shield on arm, axe over his shoulder. “Good, let’s go.”
Adjusting your gear you continue on your way north. The mountains now rise steeply on either side. Ahead an arch spans the mountain sides.
<Do not read: At this point they have travelled 1km/0.62miles. The pass is 6m/20ft across, easily allowing four humans or five goblins to walk side by side. The arch is 3m/10ft deep and 12m/40ft up from the ground. Roll or have everyone roll Notice checks versus 48 + d%(d100), the Lurk of the goblin scout with 90% Cover 30m/100ft away on the arch. If any of the Players/Rold beat the Lurk SR then they see the goblin scout and can react as desired, if they stop or point it out it will signal the attack. If they fail their Notice then when they pass beneath the arch out of sight the scout will signal the others. Once they are 3m/10ft passed the arch the attack will begin. On the arch five bow scouts (4 with 100%Cover) will prepare Steady shots (remember to give them +8AB for High Ground rules and any ranged attacks from below -8AB), ten two-handed spear scouts with 100%Cover on the cliff face 1.5m/5ft south of the arch, five on each side of the road, will climb over the 1.5m/5ft ‘wall’ that hides them then drop down and charge towards the party, and five goblin soldiers with double-headed axes will charge from 6m/20ft north of the arch. This counts as an Ambush and the archers’ attacks will be made while the party is Off-Guard, the sound of the other goblins sliding down the cliff and yelling will alert the party of their presence and take 1second. If the Players hide under the arch the archer goblins will retreat north 30m/100ft then climb over the wall and slide down the cliff face.>
Goblin Soldier
Level 4 Soldier
Alignment: -10/-10, Height: 1.2m/4ft, Weight: 50kg/110lb
14Physical, 10Intu/Speed, 8Beau/Cha/Int/Wis
8Avoidance Chance, 5Mental Shielding, 8Physical Resistance
9AB, 5Initiative, 14 3D’s/NAR
Major Skills – Each has one of the following sets:
• Armour 7Points/3Ranks, Combat Style 21Points/6Ranks, Shield Reflexes 7Points/3Ranks, Weapon Mastery, Melee 21Points/6Ranks
• 49HP, 77WP, 25EP
• Counter-Attack, Duck Under Defences, Flurry of Blows, Leap Attack, Power Attack, Quick Draw
• Kite: 18%BlRa, +5BSM, +3PSM, 0MRB
• Double-headed axe: 1d10 Hack + 7/15/25 damage, 16/18/22 AB
• Cuir Bouilli/Gambeson: 5DR, 34APP, 0MRB
• Armour 7Points/3Ranks, Combat Style 21Points/6Ranks, Healthy Body 7Points/3Ranks, Weapon Mastery, Melee 21Points/6Ranks
• 55HP, 77WP, 25EP
• Counter-Attack, Duck Under Defences, Flurry of Blows, Leap Attack, Power Attack, Quick Draw
• Halberd: 1d12 Hack/Pierce + 9/19/32 damage, 16/18/22 AB
• Cuir Bouilli/Gambeson: 5DR, 34APP, 0MRB
• Armour 7Points/3Ranks, Dodge, the Skill 7Points/3Ranks, Ranged Mastery 21Points/6Ranks, Weapon Mastery, Ranged 21Points/6Ranks
• 42HP, 84WP, 25EP
• Distant Shot, Erratic Shot, Multi-Shot, Quick Load, Shoot Pass Defences, Spin Shot
• Composite bow, Long: 1d10 Pierce + 6/12/18 damage, 280m/933ft maximum range, 28m/93ft Range Increment, 20arrows, 16/18/22 AB
• Cuir Bouilli/Gambeson: 5DR, 34APP, 0MRB
Minor Skills:
• Balance: 20Points + 14Coord 34
• Climb: 25Points + 14Str 39
• Jump: 25Points + 14Str 39
• Lurk: 35Points + 14Coord 49
• Notice: 25Points + 10Intu 35
• Prowl: 35Points + 14Coord 49
• Seek: 20Points + 8Wis 28
• Swim: 25Points + 14Str 39
• Tumble: 20Points + 14Ref 34
<Assuming the Players survive continue. If the Players wish to climb the cliff face it has a base LoD of 75 + the weight they carry. 12m/40ft up they will find a hidden pass 1.5m/5ft wide that runs along the road north and south. Even if they have not quite made 1000exp yet now is a good time for everyone to become Level 2. Let’s Level Rold as a sample.>
• We increase Con to 16
• We choose Armour (Con), Combat Style (Coord), Shield Reflexes (Ref), and Weapon Mastery (Str) again with results of:
| Major Skill | Points | Ranks | 3P |
| Armour | 15 | 5 | HP |
| Combat Style | 15 | 5 | WP |
| Shield Coordination | 4 | 2 | HP |
| Shield Reflexes | 14 | 4 | HP |
| Weapon Mastery | 15 | 5 | WP |
We spent our human +2Major Skill bonus per Level into Combat Style and Weapon Mastery
• We choose Balance, Climb, Jump, Lurk, Notice, Prowl, Seek, Swim, and Tumble
| Minor Skill | Attribute | Points | Type | Total |
| Balance | Coord | 21 | Universal | 35 |
| Climb | Str | 21 | Universal | 35 |
| Jump | Str | 21 | Universal | 35 |
| Lurk | Coord | 15 | Universal | 29 |
| Notice | Intu | 15 | Universal | 25 |
| Open Locks | Coord | 10 | Trained | 20 |
| Prowl | Coord | 15 | Universal | 29 |
| Seek | Wis | 15 | Universal | 25 |
| Swim | Str | 21 | Universal | 35 |
| Tumble | Ref | 21 | Universal | 35 |
• We choose Counter-Attack and Duck Under Defences for increasing Combat Style
• Our 3P’s are 57HP (24 from Con + 33 from Major Skills), 39WP (21 from Coord + 28 from Major Skills), 15EP (15 from Intu)
• Being a Defensive Level Rold now has 8Avoidance Chance, 6Mental Shielding, and 9Physical Resistance
• Chain/Gambeson: 7DR, 77APP, 0MRB
• Kite: 20%BlRa, +5BSM, +3PSM, 0MRB
• Double-headed axe: 1d10 Hack + 6Light/13Medium/22Heavy damage from Skills/Str, 14Light/16Medium/20Heavy AB
“Sneaky bastards,” Rold mutters. “When we’re ready, let’s continue. Hopefully the ogres are too stupid to ambush us…”
You continue another kilometre, wary of anymore signs of ambush. Ahead you spy two large boulders narrowing the road which then seems to widen abruptly. Rold stops you once more.
“The ogre tribe. At one time there was almost a hundred. Fortunately in-fighting, a revolt of the goblins, and a war with the beastmen dwindled their numbers. When I was last here I watched fifteen of twenty leave with the trolls, goblins, and beastmen to join the gathering force. Frightening knowing what but one did to the people of Ravenhelm. Each ogre will have three goblin slaves, but we know how to deal with them, it’s the ogres we need to be worried about. Lemme draw out the village layout.”
<Beyond the boulders the mountain pass opens out suddenly on both sides. At one point it was wooded but the ogres tore them down to build their tent-like homes and burn. 60m/200ft from the boulders straight ahead is the first house, animal leathers draped over a wood and bone frame. Only three remain, the others moved with the rest of the ogre tribe. The second is 15m/50ft northwest on a 45° angle of the first house, the third 30m/100ft northeast on a 45° angle of the first house.>
“The goblins live in the corner of their masters’ homes. With luck it will be two families in two homes with one family in the other, space them out some. Any ideas on how we should assault them?”
<Do not read: If the Players want to know, the boulders narrow the road to 3m/10ft across or about two humans or one ogre. The hidden pass on the cliffs’ faces steeply drops at the end of the road at 45° or +/- 50% Speed to ascend/descend, in melee this provides about +2AB/AR and for ranged +8AB, those below suffering -8AB to their ranged. Rold will not agree to any plan that makes him the decoy or distraction and if anyone suggests putting him up front between the boulders with another meleer he will agree, entering Defensive Stance, standing to one side, and attempting to keep the ogres at bay while the ranged characters beat down the ogres, preferring to Parry for maximum effect. If they ask for his opinion it will be to sneak up, cut open the back of the first house, and take out the family and its slaves before any others arrive. Remember, if he loses too much HP or thinks the battle is lost he will retreat, likely up the hidden pass as the ogres will not be able to easily follow.
The first house has two ogres, a goblin soldier archer and axe wielder, and two goblin scout archers and two two-handed halberd wielders.
The second house has one ogre, a goblin soldier halberdier, and two goblin scout sword-shield wielders.
The third house has two ogres, a goblin soldier archer and halberdier, and two goblin scout archers and two spear-shield wielders.>
Ogre
Level 6 Monster
Alignment: -30/-30, Height: 3m/10ft, Weight: 300kg/660lb
30Con/Str, 14Coord, 10Ref/Speed, 5Beau/Mental
3P’s: 147HP, 49WP, 15EP
7Avoidance Chance, 4Mental Shielding, 17Physical Resistance
9AB, 7Initiative, 13 3D’s/NAR
Major Skills:
• Brute 6Ranks
• +1DR vs. all non-Death/Life per Rank
• +1AB and +1damage per Rank
• Ranks and Points of Healthy Body as though they had taken enough Points for their Ranks to equal Brute Ranks
• Brutish Blow: Used before the attack, if it hits, is Blocked, or affected by BlRa the attack adds Knock Back of 0.3m/1ft per point the defender fails their Str check by + 1.5m/5ft per 5WP spent, if the defender Bocks/BlRa takes the attack the defender does not take damage. NAR as attack
• 6DR
• Mega-club: 1.5m/5ft, 11.37kg/25lb. 3d10 Bludgeon + 8/13/21, 16/18/22 AB
Minor Skills:
• Balance: 49Points + 14Coord 63
• Climb: 54Points + 30Str 84
• Jump: 55Points + 30Str 85
• Notice: 13Points + 5Intu 18
• Swim: 54Points + 30Str 84
<Do not read: Assuming the Players live, continue the narration.>
“Not sure if I ever want to go through that again,” Rold says as he rolls his shoulders. “How about everyone else? Rest up or face the final challenge?”
<Do not read: If Rold is below 75% HP he will insist they rest, fearing the biggest challenge is yet ahead. Have everyone roll a Notice check, if anyone beats a 75LoD they find a cache of treasure containing a suit of lamellar, two medium soul stones, and a masterfully crafted longsword which deals +3damage.>
“OK, everyone ready? Let’s go.”
Now many kilometres from civilization with four battles behind you and but one to go you feel confident you can avert disaster from befalling Ravenhelm. Rold leads you through a land trapped between mountains. Hills, trees, streams, and wilderness stretching in all directions; many more kilometres pass as you come nearer and nearer a mountain. Imbedded in the mountain’s face lies a cave opening, at its mouth Rold stops you. Breaking off thick branches from the trees he passes them around with a strip of cloth from a pouch at his belt.
“These cloths are designed to burn for a long time. Wrap them around your torch and I will light it for you. Not only will it allow us to see it gives us a tool to destroy these beasts. Once they are unconscious either light them on fire or cut off their head. Or, preferably, do both. Let’s hope there aren’t too many. Ready?”
You enter the dark cave, illuminated by the smokeless torches you each carry. Immediately you note the sudden drop in temperature and increase in humidity. Low whistling and a breeze across your face hints at another entrance to the cave somewhere within. The smell of rotted flesh wafts from a tunnel on your right, the tunnel on the left curves up and bends out of sight shortly after.
“Well then. I never made it this far before. Your guess is as good as mine. Which way?”
<Do not read: The tunnel is 4.5m/15ft tall and 3m/10ft wide at all points.
If the Players choose the right tunnel it continues for 7.5m/25ft before it comes to a 6m/20ft radius room. Inside are three trolls eating a corpse next to a riverbank 10.5m/35ft away. They will easily see the torchlight coming and as soon as the Players enter will charge and attack.
If they choose the left tunnel it continues up at a 45° but with steps carved into the rock and travels for 7.5m/25ft before it flattens into a room 4.5m/15ft tall, 12m/40ft wide, and 18m/60ft long. At the far end are three trolls, one heavily armoured, standing over a crude table. When they enter the armoured one, across the table from the group looks up.
If the party chooses right first they will fight the trolls there only. If the party choose the left first, after combat starts the three trolls from the right will charge up and be there in 4seconds.>
Read if they choose right first:
Ahead at the other end of the room three trolls lean over the corpse of what might have been a human. They chew meat from its bone sloppily. Behind them you hear rushing water and see the glimmer of water on the walls. The river flows to where the other tunnel might lead. Their eyes gleam in your torchlight. Upon seeing you they hiss and charge.
<Do not read: Battle goes here.>
“And so that’s what we’re dealing with. These were just the norm, the grunts. What we’re looking for will be far worse. Anyone else in the cave must have heard that, we can’t risk resting up here.”
<Do not read: If the party is not up the left tunnel within 10minutes the trolls up the left tunnel will come down, first checking the right tunnel, then outside, and if they do not find the Players will leave to meet up with their forces. If they find the party read the left tunnel narration.>
Read once they choose left:
Across the room a monstrous troll clad in plate armour looms over a crooked table facing towards you. Behind him you hear rushing water and see the glimmer of water on the walls which appear to drop suddenly to the river below. The river flows from where the other tunnel might lead. As you enter it looks up and raises a brow.
“Well, well, well,” the monster rasps. “Passed the scouts, beastmen, an ambush, and the ogres? Amazing. I’m impressed. Well done. Now, what do you want?”
“You lay siege to Ravenhelm for weeks and ask me what we’re doing? Who do you think you are?” Rold retorts.
“Krotlg the Troll King, human. Siege Ravenhelm? No. That was only to stock food. To weed out the weak. To draw the army from the capital. This land is war weary, its soldiers dead, injured, or retired. It is the perfect time to strike.”
“The war might have been costly but you cannot think your pitiful army would even take a city’s garrison.”
“My army could do much more than that.”
“Even if you destroy one city, then what? Your army will fall shortly after once the army catches up.”
“Will it? Once I crush one city word will spread. More will come. My ranks will swell, my army will be vaster than any human army every amassed! And it’s too late to stop it. Leaving one question: What to do with you?”
“Let us live since it’s too late to save your army?”
“What?”
“The army already left the capital, it’s true, but not to come to Ravenhelm, oh no, to put down this little insurrection. I sent a rider to inform them just after the first attack. Every troop, every platoon, every brigade you sent from these mountains was wiped out before the next arrived. It’s over, Krotlg.”
“Lies! Lies, lies, lies, lies! Kill them! Kill them all!”
Troll
Level 6 Monster
Alignment: -5/-25, Height: 2.1m/7ft, Weight: 100kg/220lb
16Physical, 12Mental/Speed, 6Beau
3P’s: 56HP, 56WP, 42EP
10Avoidance Chance, 7Mental Shielding, 10Physical Resistance
10AB, 10Initiative, 13 3D’s/NAR
Major Skills:
• Troll 6Ranks
• 1Regeneration per second per Rank, will not regenerate Acid or Fire damage, will continue to regenerate even if below –Con HP until Acid/Fire damage is dealt equal to their max HP or they are decapitated, will be unconscious if HP drops below 0
• +1 unarmed dice category of damage per Rank
• 6Regeneration/sec
• 3d6 Slash with 2claws, 2d10 Pierce with teeth, + 2/4/8 damage, 12/14/18 AB (does not suffer –AB for attacking with multiple unarmed limbs)
Minor Skills:
• Balance: 55Points + 16Coord 71
• Climb: 55Points + 16Str 71
• Jump: 55Points + 16Str 71
• Lurk: 56Points + 16Coord 72
• Notice: 42Points + 12Intu 54
• Prowl: 56Points + 16Coord 72
• Seek: 42Points + 12Wis 54
• Swim: 55Points + 16Str 71
• Tumble: 54Points + 16Ref 70
<Do not read: If Krotlg goes below 10%HP he will attempt to retreat to the water and dive in, sinking and floating down the river, defeated but likely never seen again… or will he?
If Krotlg instead goes below 0HP, before he is burnt or decapitated he will say, “But… my… rightful… place!”>
Krotlg the Troll King
Level 5 Monster-Hero
Alignment: +15/-45, Height: 2.4m/8ft, Weight: 130kg/286lb
18Physical, 14Speed, 12Mental, 8Beau
3P’s: 155HP, 146WP, 55EP
10Avoidance Chance, 7Mental Shielding, 10Physical Resistance
10AB, 10Initiative, 13 3D’s/NAR
Major Skills:
• Armour 45Points/9Ranks, Combat Style 45Points/9Ranks, Shield Coordination 9Points/3Ranks, Shield Reflexes 45Points/9Ranks, Weapon Mastery, Melee 45Points/9Ranks
• Continuing Strike, Counter-Attack, Duck Under Defences, Flurry of Blows, Leap Attack, Power Attack, Scissor Block, Quick Draw, Waiting-Strike
• Troll 5Ranks
• 1Regeneration per second per Rank, will not regenerate Acid or Fire damage, will continue to regenerate even if below –Con HP until Acid/Fire damage is dealt equal to their max HP or they are decapitated, will be unconscious if HP drops below 0
• +1 unarmed dice category of damage per Rank
• 5Regeneration/sec
• 2d8 Slash with 2claws, 3d6 Pierce with teeth, + 2/4/8 damage, 12/14/18 AB (does not suffer –AB for attacking with multiple unarmed limbs)
• Plate/Gambeson: 15DR, 432APP, 0MRB
• Tower Shield: 39%BlRA, +8BSM, +3PSM, 0MRB
• Warhammer: 4d4 Bludgeon/Pierce + 11/22/36 damage, 21/23/28
Minor Skills:
• Balance: 54Points + 18Coord 72
• Climb: 54Points + 18Str 72
• Jump: 54Points + 18Str 72
• Lurk: 29Points + 18Coord 47
• Notice: 36Points + 12Intu 48
• Prowl: 29Points + 18Coord 47
• Seek: 36Points + 12Wis 48
• Swim: 54Points + 18Str 72
• Tumble: 54Points + 18Ref 72
<Read if Krotlg escapes:>
Krotlg staggers and falls to the river below. The weight of his armour quickly drags him from sight to the deeps of the river’s unseen bottom.
“With those wounds I hope he drowns and gets stuck on the bottom,” Rold says as he spits into the river. “Good riddance, cretin.”
<Read if Krotlg is decapitated/burnt to death:>
Krotlg’s wide, lifeless eyes and open mouth give him a surprised look, as though he thought he was immortal and death was unforeseeable.
“It’s over, cretin,” Rold says as he smiles down on the headless corpse. “Ravenhelm will loose quite the cheer when we present this as a gift.”
<Continue reading this after either outcome has been read:>
“Ravenhelm owes you a great debt, my friends. I’ll admit I had my doubts any of us would make it through this alive but we’ve spared Ravenhelm, and maybe more, a great deal of suffering. And I hate to admit it, but Krotlg was right: I lied. I doubt my messenger has arrived yet but with Krotlg incapacitated the lack of leadership should destroy their army. Come now, let us return with this joyous news.”
Your return to Ravenhelm is met with great jubilation. You are invited to a feast in your honour and Jemmer commissions statues made in your honour for all to remember this day…
And so ends the guide Campaign. Hopefully this guide and its miniature Campaign have familiarized you with Bean Me! and made you comfortable with playing. By now every important aspect of Bean Me! has been experienced. Creating a character, equipping them, fighting with them, and Levelling them. Many Optional and Random Rules have been used and this ‘basic Bean Me!’ should give everyone an idea of what playing will be like.
So remember, adapt Bean Me! to yourself and do not let rules push you around and be what you want to be, not what we think you should be.
So have fun, conquer many foes, live through another’s eyes, and most importantly enjoy yourselves! Ad multos annos! (To many years!)

