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Raquel Salinas for listening to my mad ramblings, contributing editorial ideas, production
logistics, and all manner of really vital stuff
Mark Aaron Young Babbitt for bringing me into the world of FRPGs way back when
John Stout, for his original musings on the possibility of a game played with beans
Ken St. Andre, who created the Tunnels & Trolls RPG and the abstract combat system
upon which that of BEAN! is based, your words of encouragement are always appreciated
by this fledgling game designer. Thanks, my friend!
Paul (The Mystic Fool) Ingrassia, of TROLL HAMMER PRESS
(http://trollhammerpress.blogspot.com/) for invaluable contributions, and vision
for just what this silly game might evolve into
Andy James, editorial musings and marketing schemes
Paul Haynie for his statistical wizardry, and insightful editorial comments
Robert S. Lotze for his wacky visions of Beanworld politics, and editorial work
Sid Orpin, editing and insights
Jason Mills, editing and numbers running
Mike Holcomb, writer of BEAN Adventures
And to the playtesters who have braved the world of BEAN! as it develops:
Raquel Salinas, Nick Stender, Alyssa Stender,
Paul, Tina, and Paulie Ingrassia;
M. E. Volmar & The DR Crew
BEAN! The d2 Role-Playing Game is J. Freels, 2010, all rights reserved. Unauthorized reproduction and distribution of this material is
forbidden without authors express written consent. Reproduction of Character Cards is allowed and encouraged! The Fabled Worlds
Role-Playing Game System is 2008, J. Freels. Combat mechanics adapted from Ken St. Andre's works.
One day John Stout wrote on Trollhalla.com about his idea that there should be
a quick and easy game that could be played discreetly, for example while one is
on the job working. Being employed at a restaurant he thought that using
beans might be a good alternative for dice. After all, if your employer sees you
tossin dice in a corner youll likely be fired right away, but if youre tossing a few
beans aroundwell, youll probably still get sacked
Beans are used here as an alternative to dice, but really any objects that will
always land with one of two sides up will work. You could use coins, poker chips,
buttons, your favorite I-Ching tokens, or anything else that strikes your fancy,
but beans are plentiful, easy to work with, and I think the idea of tossing beans
around is kind of funny, and thats certainly reason enough to do most of the
things we do.
Its only required that you be able to easily distinguish the two sides from each
other, and this can be done easily enough by simply marking a 1 and 0 on
either side of each bean you use. If you use something other than beans youll
just need to remember which is your 1 and which is your 0 side so that the rules
make sense. Any standard dice could be used by simply using the conventional
High or Low or Odds or Evens rule.
Its also not an absolute necessity to describe your game in terms of beans. The
rules work whether you're playing traditional Fantasy characters, Furry
Anthropormorphs, Magic Granola Farmers, or whatever else floats your gaming
boat. Remember that RPGs are above all else about creativity and fun!
-The Podre
Moderate 2
Difficult 3
Challenging 4
Impossible 5
Hopefully her luck will continue when Its later in the day and Nilla has brought
she finds out she has the Princess favor- the little dog to the castle courtyard. She
ite pet and has to explain how she hasnt been making very good rolls and
ended up with the lil doggy after it was therefore hasnt been able to convince
kidnapped the previous night! Will they the Princess that she wasnt the one who
believe her? kidnapped the pooch. One of the castle
guards draws his sword and lunges at
Nilla, who drops the dog and draws her
dagger its on!
MOUNTED RANGED ATTACKS MOUNT Body Mind Spirit Attack Def HPs
Horse 5 1 2 - 1 5
Mounted Combatants often use Ranged
Weapons when attacking their foes. To
Warhorse 6 1 1 2 1 6
resolve these situations, first determine if
the combatants are within range to At- Dinosteed 5 1 2 2 2 5
tack. Use the Body Contest rules de-
Flapposaur 4 1 2 2 1 4
scribed above, and when within range
simply make a Ranged Attack as usual.
Remember that the target gets a bonus
(usually +1 Def) for either taking evasive VEHICLE Body Mind Spirit Attack Def HPs
action, or for trying to flee, but not both. Chariot 5 1 2 3 2 7
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Petes crew will do their best to cut the Rogue: Climbing; Disguise; Fast-talking;
lines from the grappling hooks that snag Forgery; Gambling; Locate/Disarm Traps;
onto their ship. Each crewmember will Lockpicking; Pickpockets; Stealth;
RollBody2. If Petes crew has more suc- Streetsmarts.
cesses than the pirates they manage to
keep the ships from being pulled to- Wizard: Alchemy; Engineering; Folklore/
gether, but if the pirates have more suc- Customs; Herbalism; Magical Lore.
cesses than the ships are close enough
for boarding! General (not Archetypal specific) Skills:
Artisan; Cooking; Dancing; Healing;
If the ships end up entangled, the pirates Mathematics; Professional Trade; Singing.
will RollBody1 to successfully board
Petes ship. When a Character attempts to do some-
thing they are skilled at they will receive
If Petes crew kept their ship free, then a bonus. The average bonus is to lower
the helmsman of each ship will roll an- the Difficulty Rating by 1, or in the case
other Contest to see if Pete can outrun of Contests an extra bean is tossed, but
them this time! the GM has ultimate discretion as to
what the bonus will be.
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EXAMPLE #7: Skills Bonus The other Attributes are healed in the
same way, unless whatever drained
A Wizard attempts to read a scroll that these Attributes is specified to be of a
has been written in a simple Wizard's more permanent nature. Staying up too
code. The GM decides this is an Easy late studying might leave one with an
Challenge, but if the Wizard has "Wizard effective Mind Bean Pool of 1 the next
Codes" or a similar Skill listed on their morning, but rest will revive that Charac-
Character Record Sheet they'll get a bo- ter. An evil curse that reduces a Charac-
nus and will probably roll just to see if ter to Mind1 needs more than rest to
they get a Fumble or not. heal, itll depend on that particular curse!
A Rogue, Warrior, and Wizard, want to
sneak across a dark courtyard and the DEATH, or:
GM decides it's a Moderate Mind Chal- THE BIG SPLATTEROO!
lenge. All Characters are accustomed to
moving cautiously, but the Rogue is the The lives of heroes are fast-paced, and
only one with the specific Stealth Skill. their endings are often just as quick.
The Warrior and Wizard each TossMind2, They might be cut down in battle,
but the Rogue will TossMind1. crushed while exploring, they might fall
prey to powerful magics, or expire in any
ADDS of a bazillion other ways. Their ending
During the course of play, the GM may might not even be so quick and easy.
award extra "Adds" to a Character's At-
tributes to represent special training, When a Character has been knocked un-
abilities, or magical influences. These conscious they are completely at the
Adds are shown in the Attribute's Bean mercy of anyone around them. With any
Pool. A Body Add of 1 would look like: luck, they will be left alone and will wake
up later, battered and bruised but alive. If
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When fighting against a more powerful Spells are listed in the following format:
Wizard it is important to be creative. You SPELL NAME
will suffer penalties from casting a Light- CASTING TIME
ning Bolt at a more powerful wizard, but DURATION
you wont if you cast your spell at the EFFECT
chandelier over her head!
The Spell Name is of course what you call
MAGIC SPELLS that particular spell.
Wizards begin the game knowing 2 The time it takes to cast a spell is given in
spells for each bean in their Spirit Bean Casting Time. Some spells are quite
Pool (Spirit x 2). Theres no limit to how elaborate and require longer to cast.
many spells they can learn, and if they Most spells take effect in the round they
find any scrolls of magical spells or similar are cast and are denoted here with the
wizardly paraphernalia on their travels word instant.
they can dedicate some time to studying
and learning these new spells. It gener- Duration tells you how many turns
ally takes an entire days dedicated study (generally considered to be about 10
to learn a new spell. At the end of the minutes), combat rounds (about 2 min-
day they must RollSpirit3 and if successful utes), days, etc a spell lasts. If a spells ef-
they learned the spell. If they fail the roll fect is over almost immediately after it is
they will need to start over! If it was easy, cast, for example a Lightning spell that
everyone would be doing it. immediately blasts its target and is gone
in a flash, this will read Instant. If the
It is very expensive to find someone to effect of the spell wont fade away as the
teach Wizards new spells. It is very rare magic disperses, it will say permanent.
for Rogues to learn spells, and it is almost A Character who has been completely
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STANDARD CURRENCY
Fantasy settings typically use Copper
Pieces (cp), Silver Pieces (sp), and Gold
Pieces (gp) as units of currency. The ba-
sic exchange rate is:
200 cp = 20 sp = 1 gp
Common folk might live their whole lives
without ever seeing anything more than
a few Copper Pieces at a time. A decent EQUIPMENT LISTS
meal can be bought for a few CPs, but
quality gear and the specialized equip- Below is a selection of some basic sup-
ment for adventuring can be quite plies with prices given in the amount of
pricey. This prompts those adventurers copper pieces.
to take on dangerous quests in search of
lost treasure, or to hire themselves out
FOOD & LODGING COST
on dangerous, but well-paying missions.
Common Mean (basic stew & 2-4
Richer settings might have additional beverage)
currency such as Electrum or Platinum
Traveling Rations (dried meat, 2
pieces, and rural communities might not
cheese)
have any use for coins instead preferring
to barter for more relevant things like Wine (quart) 2
food stuffs, gear, or favors. The GM will
Spirits (quart) 15
need to determine what kind of currency
is appropriate for the setting. Lodging, Shared Room 2
Lodging, Private Room 10
STARTING MONEY
At the GMs discretion, new Characters
may begin play with a bit of wealth but
remember that being broke is the best CLOTHING COST
incentive to get outta the house to go
seek out adventure, fame, and fortune. Boots 40
Clothing, average (trousers, shirt) 30
To determine the starting money for new
Characters, Players toss 10 beans. For Clothing, fancy 80
each 1 rolled, that Character has 1 Cop- Travel Cloak 40
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Spear +2 40
Staff +1 10
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Dinosteed
Body: 5
Mind: 1
Spirit: 2 Dust Bunnies
HP: 5
Def: 2 Body: 1
Attack: 3 Mind: 1
XPs: 50 Spirit: 2
HP: 1
Dinosteeds are marginally domesticated
Def: 1
lizards prized for their speed and ferocity
XPs: 20
in battle. Their powerful hind legs make
them very fast and agile, and their bite
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Werewolf
Body: 4
Mind: 3
Spirit: 3
HP: 4
Def: Special
Attack: Claw/Bite 2
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GOLD CARD
DEEP POCKET These cards are rare and mysterious in
The name refers to any of a variety of origin, although the common consensus
pouches, bags, backpacks, etc that have is that they were created long ago by a
been permanently enchanted with the lazy dragon or other treasure hoarding
Deep Pocket spell. The item seems quite creature who wanted to sit back and let
mundane until one looks inside and finds the riches come to them without doing
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Solo adventures can be a lot of fun if you 2. Youve been as charming as you
dont have a gaming group available. know how, but have somehow failed to
The book takes the place of the GM and convince the ferryman to give you any
will describe what your PC experiences. kind of discount passage. He scowls at
All you need is a Character, your beans, a you disapprovingly and holds out his
pencil, and scratch paper. hand for payment.
Turn to 5
This is a very short little adventure de-
signed to give you a taste of how the 3. Suddenly theres a commotion from
game works and some experience using the edge of the forest, a band of
the game mechanics. Begin by reading gobleans rushes toward the ferry with
Turn #1and follow the directions. At the weapons slicing the air!
end of each turn it will give you a set of If you help defend the ferry, turn to 16
instructions or directions where to turn
next. Do NOT read the turns in numeri- If you join the gobleans in attacking
the ferry, turn to 10
cal order, thats not how these things
work.
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The GM Adventure will give you the basic in- When the PCs arrive at the site of the
formation and stats for the encounters, but wizards home, they find that it has been
its the GMs duty to fill-in the details to make destroyed! All that stands now is the
this a great game. Dont just say things like rubble of a small tower. Beyond the
You see stairs. We see stairs everyday in front door is a charred rug, shattered
real life. So what? Are the stairs in the game furniture, and lots and lots of broken
worn smooth with the passing of countless bricks. If the PCs dont look under the
feet, are they chipped from living stone or rug, have them RollMind2 to see if they
made from well fitting brick? Are they cov- notice the trapdoor thats barely visible
ered with the dust of years of neglect, or is there. The trap-door is heavy, but a few
there perhaps a fresh set of footprints people can easily lift it open to reveal
through the dust? A few basic descriptions the stairs below, which are #1 on the
will make the scenes come alive to the Play- map.
ers and get their imaginations going, which
will give everyone at the gaming table some-
thing else to build an exciting game from!
Remember that Adjectives are your friends!
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