
ATTRIBUTES
Your characters abilities are tracked by the use of the eight major Attributes. Within all of these Attributes are multiple Skills, which represent more specialized categories of abilities.
The chart below shows the full list of Attributes and Skills in The Beanut Lands system.
Attribute Reflexes
Occasionally the world will present you with a situation, challenge, or moment of opportunity. When things happen to your character that are outside of your control, you will be expected to make a Reflex Roll to determine the outcome. Reflexes can be trained just like any Skill, but these levels of training work differently.
For each level of training you have in a Reflex, you multiply the score modifier for that Reflex Roll by an additional 1.
1 Training: Your Score x2
2 Training Levels: Your Score x3
and so on


Finesse
(FIN)
Finesse is the mastering of fine motor skills and nimbleness. A person with great Finesse is adept at deft hand movements, physical agility, and graceful control of their body
Finesse Weapons:
Your Finesse score affects your ability to use Finesse-based Weapons and Armors. Most Finesse Weapons do a smaller amount of damage, but are lighter and more versatile.
Finesse Armor:
Finesse Armors are also lighter, so they typically offer a small amount of damage prevention. Generally, Finesse equipment is most useful for anyone who wants to strike quickly, silently, or from a distance, such as an archer or rogue.
Dodge:
Anyone may decide to use their Dodge to avoid taking a hit, instead of allowing their Armor to defend against it. Your Finesse determines how effective your dodge skill is,as well as a few other factors such as your size
Skills:

Deftness

Handiness

Mobility

Stealth
Passive Stat:

Initiative

Might
(MIG)
Might is the focus of raw, physical power A Mighty person will be able to lift and carry more weight, be more effective with more weapons, and move more freely in heavy armors.
Might Weapons:
Your Might score affects your ability to use Might-based Weapons and Armors. Most Might Weapons do a reliable amount of damage, but offer few chances for special damage types or effects.
Might Armor:
Might Armors typically offer a very good armor rating, but have few special properties. Generally, Might equipment is a safe choice for anyone who expects to be dealing and receiving a consistent amount of damage, such as a soldier or scrapper.
Skills:

Athletics

Intimidation
Passive Stat:

Brawn

Grit
(GRT)
Grit is the measure of physical endurance, fortitude, and persistence. A person who has developed their Grit will be able to endure harsher conditions, resist adverse effects, and push their limits just a little more.
Grit Weapons:
Most Grit Weapons are very heavy, or even hazardous to wield, but they often deal heavy amounts of damage.
Grit Armor:
Grit Armors usually grant resistance to a specific damage type, as well as solid armor rating at the cost of encumbrance. This category has the highest raw armor ratings of all physical armor.
Death Saves:
Your Grit affects your ability to stay alive if you take damage while unconscious.
Skills:

Carousing

Endurance

Riding
Passive Stat:

Encumbrance

Heart
(HRT)
Heart is the strength of connection between your body and your soul, as well as your connection with the world around you. A Heartful person values physical and spiritual wellness, and they have a knack for healing as well as uncanny recovery from ailments, both visceral and esoteric.
Heart Weapons:
Most Heart Weapons will do less physical damage, but offer defensive capabilities, debilitating properties, or unique magical effects.
Heart Armor:
Heart Armors similarly offer a lower armor rating, but will allow for special movement or a special type of damage resistance. Heart equipment is best for those who intend to support a group, and do not intend to do as much direct, physical fighting.
Heart Die:
Your Heart Die determines how much Health you can recover when healing yourself and others.
Death Saves:
Your Heart is your primary Attribute for keeping your Soul connected to your physical body when you are knocked unconscious.
Skills:

Animus

Focus

Recovery

Restoration
Passive Stat:

Wellness

Daring
(DAR)
Daring is the measure of your ambition, desire, and courage, and it also influences your luck. A Daring person aims to overcome obstacles through the sheer force of their will. Due to its heavy ties to willpower, risk, and fate, many schools of magic rely on this attribute.
Skills:

Amplification

Fantasia

Tenacity
Passive Stat:

Luck

Charm
(CHM)
Charm is the poise and panache you put forth, especially when interacting with other people. A Charming person is able to easily converse, discuss, deceive, and display themselves however they wish.
Skills:

Bartering

Intrigue

Performance*

Persuasion

Presence
Passive Stat:

Pizazz

Brilliance
(BRL)
Brilliance includes both your ability to learn new information and the memories of things you already know. A Brilliant person rarely forgets something they have learned, and takes on new ventures more easily.
Skills:

Appraisal

Investigation

Mercantile

Studies*
Passive Stat:

Memory

Savvy
(SAV)
Savvy is the way you use your past and present experiences to process and engage with the world around you. A Savvy person is more aware of their surroundings, and is great at processing the information they gather.
Skills:

Adventuring

Craft*

Cunning

Detection

Intuition
Passive Stat:

Awareness

SKILLS
Within each Attribute category are a number of skills that can more accurately express your character’s range of abilities and experience.
Skill Checks and Modifiers
Your Skills are most often used when interacting with the world. Any time you use a skill, you may be subject to a “Skill Check”.
To perform a typical Skill Check, you will combine the following together to determine the result:
– dice roll (d10, with explosions)
– Skill modifier.

COMING SOON
