ShadowOfTheBeanstalk Vector v1.0.0
ShadowOfTheBeanstalk Vector v1.0.0
ShadowOfTheBeanstalk Vector v1.0.0
Archetype:
Career:
Player:
SKILLS FAVORS
GENERAL SKILLS CAREER? RANK COMBAT SKILLS CAREER? RANK GIVEN:
Athletics (Br) Brawl (Br)
Streetwise (Cun)
Survival (Cun)
Vigilance (Will)
WEAPONS
WEAPON SKILL DAMAGE CRIT RANGE SPECIAL
total xp available xp
MOTIVATIONS CHARACTER DESCRIPTION
EQUIPMENT LOG
WEAPONS & ARMOR: PERSONAL GEAR:
MONEY:
PAGE #
PURCHASING TALENTS
This sheet tracks the talents that you
purchase for your character. When
TALENT ACTIVE? TALENT ACTIVE?
you purchase your character’s first
Tier 1 talent, record it in the upper
leftmost box in the Tier 1 column.
When purchasing talents, your char-
acter must have more talents in a tier
PAGE # PAGE #
than they do in the next highest tier.
TALENT ACTIVE? TALENT ACTIVE? TALENT ACTIVE? TALENT ACTIVE? TALENT ACTIVE?
TALENT ACTIVE? TALENT ACTIVE? TALENT ACTIVE? TALENT ACTIVE? TALENT ACTIVE?
TALENT ACTIVE? TALENT ACTIVE? TALENT ACTIVE? TALENT ACTIVE? TALENT ACTIVE?
5 XP 10 XP 15 XP 20 XP 25 XP
TIER 1 TIER 2 TIER 3 TIER 4 TIER 5
COMBAT SUMMARY
INITIATIVE COMBAT CHECK
Roll Cool or Vigilance (GM determines) 1. Choose attack: Melee or Ranged. Choose weapon.
Players agree on who will act 2. Assemble dice pool: Melee is always Average (kk). Ranged
depends on distance, check table. Defense adds j. If target
TURN made a ranged attack while engaged with you since your last
Reasonable number of incidentals. One maneuver and action. turn add j to this Brawl or Melee check. See page 108 for
INCIDENTAL additional complications.
ՔՔ Speaking to another character. 3. Determine dice results and damage: If successful, +1 dam-
ՔՔ Dropping a held item. age for each s
ՔՔ Releasing a held character 4. Resolve a and t: See table (p104) for how player spends.
ՔՔ Minor movements such as shifting position, peeking around a 5. Resolve h and d: See table (p104) for how GM spends.
corner, or looking behind oneself.
MANEUVERS 6. Reduce damage by soak value, apply wounds, apply any
ՔՔ Aim: Add j to your next combat check. Two consecutive ma- critical injuries
neuvers, add jj. RANGED ATTACK DIFFICULTIES
ՔՔ Called shot: target carried item or part of a target. Add jj to RANGE BAND DIFFICULTY
next combat check. Two consecutive maneuvers, add j.
ՔՔ Assist: Add j to another character’s next check. Engaged Easy (k) plus weapon mods
ՔՔ Guarded Stance: Add j to melee checks made against you. Short Easy (k)
Add j to all combat checks you make.
Medium
ՔՔ Interact with environment: Move large item, open/close a Average (kk)
door, take cover. Long Hard (kkk)
ՔՔ Manage gear: Draw, holster, ready, or load weapon. Retrieve Extreme
or store item in bag, pouch, backpack. Daunting (kkkk)
ՔՔ Mount/Dismount: In/out vehicle, on/off trained animal, posi-
tion inside of vehicle. RANGED MODIFIERS
ՔՔ Move: Change range. Engage/disengage opponent. Move with- SCENARIO DIFFICULTY
in a range band.
Engaged with opponent while armed with a +k
ՔՔ Go prone/stand up: Drop to the ground or standing up when one-handed ranged weapon
already on the ground. While prone add j to ranged attacks
Engaged with opponent while armed with a + kk
against you, but add j to melee attacks against you.
two-handed ranged weapon
ՔՔ Prepare: Some actions may require you to perform a prepara-
tion maneuver. Engaged with opponent while armed with a N/A
heavy ranged weapon
ՔՔ You may suffer 2 strain to perform a second maneuver.
ACTIONS
ՔՔ Perform a combat check.
ՔՔ Perform a skill check. k EASY s f
ՔՔ Activate an ability. kk AVERAGE Success Failure
ՔՔ Perform a maneuver. Does not cost strain, but if you have al- kkk HARD a
Advantage
h
Threat
ready performed two maneuvers you may not take this action. kkkk DAUNTING t d
kkkkk FORMIDABLE Triumph Despair