Original Rules found here, and credit to original creator! Beware of Tables for they might be spoilers!
Ok. So the honey is here and...
Wait.
Who's there?! Show yourself!
Ah...Another bear! Yer here for the honey too? Ha! What bear isn't?
Hmm...You look like you could be very useful....
Fine. You can join in our plans, and we'll split the pot with you. We're just getting started on our plans...
I see you've stumbled into the hideout of Criminal Bears.
Welcome to Honey Heist! The basic premise of this is that you are a criminal bear with a plan to steal a large horde of honey! However, that honey is well guarded...
After seeing Marisha Ray run this game on Geek and Sundry, I decided "Eh...why not? This seems like a fun game and easy to run/play!"
This is going to be a very simple game, and it's just going to be light-hearted and fun. I don't see this being a very long game, unless the players are interested in doing multiple heists, and depending on what happens, maybe I can make an overarching story. If this does become a long running campaign, then I'll try to make it more than just a comedy game.
Here are the rules to the game.
1. CHARACTER BUILD: Roll 3d6. They will give you the Descriptor, Species, and Role of your bear. If you want a hat for your bear, you can roll a 1d8. Then name your bear (if you want).
Note: You're not a talking bear, per se, you can mangle/mumble human speech through your bear mouth. You can talk to each other and other bears through bear speech.
2. STATS! You have only two stats: Bear and Criminal. They start at 3.
Bear: This is used for mauling stuff, shrugging off damage, running and climbing, scare people, and general bear stuff.
Criminal: Anything NOT related to being a bear.
3. ACTIONS: When you act, roll a d6. If it's equal to or under your related stat, then you succeed. If it's above your related stat, then you fail. If you're using your bear species skill, or doing something that is covered by your role, roll 2d6 and take the lowest.
4. CHANGING STATES: Beware: Your stats can change as the game progresses!
-FRUSTRATION: When your plan fails and you run into difficulty, move one point from Criminal into Bear.
-GREED: When the plan goes off without a hitch, move one point from Bear into Criminal.
Note: You can voluntarily move a point from Bear to Criminal by doing a flashback scene in which you and the other bears plan the heist in a seedy bar, smoking cigarettes and drinking coffee.
You can also voluntarily move a point from Criminal to Bear by eating a load of honey.
5. YOUR CHARACTER'S END: ...No, I'm not talking about Death (not exactly...). But the game does end for your character if either of their stats reach 6. If your character reaches a 6 in their Criminal stat, then they are lured to a life of crime and betray the party. If your character reaches a 6 in their Bear stat, then they flip out, go crazy, and run off, presumably to be picked up by animal control in half an hour or so.
Ok. So the honey is here and...
Wait.
Who's there?! Show yourself!
Ah...Another bear! Yer here for the honey too? Ha! What bear isn't?
Hmm...You look like you could be very useful....
Fine. You can join in our plans, and we'll split the pot with you. We're just getting started on our plans...
I see you've stumbled into the hideout of Criminal Bears.
Welcome to Honey Heist! The basic premise of this is that you are a criminal bear with a plan to steal a large horde of honey! However, that honey is well guarded...
After seeing Marisha Ray run this game on Geek and Sundry, I decided "Eh...why not? This seems like a fun game and easy to run/play!"
This is going to be a very simple game, and it's just going to be light-hearted and fun. I don't see this being a very long game, unless the players are interested in doing multiple heists, and depending on what happens, maybe I can make an overarching story. If this does become a long running campaign, then I'll try to make it more than just a comedy game.
Here are the rules to the game.
1. CHARACTER BUILD: Roll 3d6. They will give you the Descriptor, Species, and Role of your bear. If you want a hat for your bear, you can roll a 1d8. Then name your bear (if you want).
Note: You're not a talking bear, per se, you can mangle/mumble human speech through your bear mouth. You can talk to each other and other bears through bear speech.
2. STATS! You have only two stats: Bear and Criminal. They start at 3.
Bear: This is used for mauling stuff, shrugging off damage, running and climbing, scare people, and general bear stuff.
Criminal: Anything NOT related to being a bear.
3. ACTIONS: When you act, roll a d6. If it's equal to or under your related stat, then you succeed. If it's above your related stat, then you fail. If you're using your bear species skill, or doing something that is covered by your role, roll 2d6 and take the lowest.
4. CHANGING STATES: Beware: Your stats can change as the game progresses!
-FRUSTRATION: When your plan fails and you run into difficulty, move one point from Criminal into Bear.
-GREED: When the plan goes off without a hitch, move one point from Bear into Criminal.
Note: You can voluntarily move a point from Bear to Criminal by doing a flashback scene in which you and the other bears plan the heist in a seedy bar, smoking cigarettes and drinking coffee.
You can also voluntarily move a point from Criminal to Bear by eating a load of honey.
5. YOUR CHARACTER'S END: ...No, I'm not talking about Death (not exactly...). But the game does end for your character if either of their stats reach 6. If your character reaches a 6 in their Criminal stat, then they are lured to a life of crime and betray the party. If your character reaches a 6 in their Bear stat, then they flip out, go crazy, and run off, presumably to be picked up by animal control in half an hour or so.