SYSTEM

Ten-Sided Dice System

The Beanut Lands tabletop system uses a ten-sided die (or d10) for all major rolling mechanics, as well as an Exploding/Collapsing dice mechanic. When you would perform an action that could fail, the GM will often require you to roll a test with your dice to determine the outcome.

Difficulty

When you roll a test, it will be judged against a difficulty that determines if it succeeds or fails. A success is considered anything that meets or exceeds the difficulty. An action’s difficulty may be different depending on what you are attempting. For example, jumping over a small rain puddle so you don’t get wet might have a difficulty of only 2, so when you roll a d10 you would have a 90% chance to succeed (with only natural 1 being a failure); however wrestling with a fully-grown lion may require a Difficulty of 15, which no average person could expect to perform on a regular d10.

Modifiers

Your character, a dashing and impressive adventurer who is much more capable than the average peasant, will often have extra bonuses to add. This is where your modifiers may come in handy. However, sometimes you may have modifiers that are negative, instead subtracting from the resulting number on the dice. Most of your tests will involve modifiers that come from your Attributes, Skills, features, talents, and/or Combat mechanics. More information can be found in the Stats section.

When you roll your d10 and the result on the die face is a 10 (also known as a natural 10, or “nat.10”), you will roll another d10 and add its result to the original 10. When these Explosions happen, you will often celebrate a narrative boon

Rolling with Confidence allows you to avoid the Collapse on a nat.1 roll, but you may still suffer a negative effect for the low result.

When you roll your d10 and the result on the die face is a 1 (natural 1, or “nat.1”), you will roll another d10 and subtract its result from the original 1. For Collapses, you are likely to suffer a narrative malus

Rolling with Caution forces you to ignore an Explosion on a nat.10 roll, but it can still be a success if the final result meets or exceeds the difficulty.

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

Most Finesse Weapons do a smaller amount of damage, but are lighter and more versatile.

Finesse Armors are 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.

Anyone may decide to use their Dodge to avoid taking a hit, instead of allowing their Armor to defend against it. To determine how effective a Sodge is, a character attempting to dodge will make a Finesse Reflex test and add their Dodge bonus to it.

Dodge bonuses are most often the result of a character’s species, culture, or Origin, but many pips in the XP Web will offer Dodge bonuses and Finesse Reflex training.

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

Most Might Weapons do a reliable amount of damage, but offer few chances for special damage types or effects.

Might Armors typically offer a very good armor rating, but have few special properties. Generally, Might Armor is a safe choice for anyone who expects to be dealing and receiving a consistent amount of damage, such as a soldier or scrapper.

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.

Most Grit Weapons are very heavy, or even hazardous to wield, but they often deal heavy amounts of damage.

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.

Your Grit affects your ability to stay alive if you take damage while unconscious.

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.

Most Heart Weapons will do less physical damage, but offer defensive capabilities, debilitating properties, or unique magical effects.

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.

Your Heart Dice determine how much Health you can recover when healing yourself and others.

Your Heart is your primary Attribute for keeping your Soul connected to your physical body when you are knocked unconscious.

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.

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.

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.

Those with good Charm may attempt to Allure another person. This is done by measuring the target’s Pizazz score against your test. When this is successful, that character will gain a bonus on their next opposed roll against the opponent.

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.

Stream Characters

To see the characters we’ve created together live on Twitch, you can view the registry below.

More information on Magic and Spells will be coming soon. For now, we have a teaser!

The Beanut Lands Magic system consists of three major Caster Types: Intrinsic, Harmonic, and Auric. While our system does not inherently force players into a specific type of caster, these are the major groups seen throughout the world, each identifying with a particular type of channeling ability. Many casters dip into more than one type of casting, as a warrior might learn both melee and ranged weapon fighting styles.

Intrinsic Magic

Harmonic Magic

Auric Magic