Cowboy Bebop Quickstart Mana Project Studio
Cowboy Bebop Quickstart Mana Project Studio
The game and graphic designs may be different in the final product.
The printed edition featured in the Kickstarter campaign will contain additional materials.
COWBOY BEBOP
THE ROLE-PLAYING GAME
THE THEMES
Collecting Bounties is certainly a necessity for In this game, therefore, a Bounty is both
a Bounty Hunter, but Spike and the rest of someone to hunt down and an excuse to
the crew often give up collecting the millions tell a story. In this the narrator is helped
of Woolong they are due. In fact, a Bounty by a Session sheet that allows him to trace
always turns out to be much more than just a what the Characters have discovered, what
face on a poster: their tragic stories are revealed the media say about the Bounty and, finally,
before the eyes of our protagonists, who then what choice they will face.
find themselves having to make moral choices
based on what they have discovered.
FOUNDATIONS
FICTION
MONEY IS NEVER ENOUGH,
BUT IT’S NEVER A PROBLEM
Cowboy Bebop’s Characters can’t afford to sit idle on their ship, but
despite always seeming to be broke, they never have a problem paying
Gate tolls, extending a bribe to an informant, or finding the right cos-
tume to go undercover at a party.
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SAFETY TECHNIQUES
It is imperative that each player agrees on the issues to address and those to avoid during a
session. Lines and Veils can help you with this.
A Line is a delimiter: you cannot go beyond that point. For example, if the group decides not
to talk about torture, this topic should be avoided. This is a Line.
If, on the other hand, everyone feels comfortable acknowledging that torture exists in the
game world and that it might even be staged, then you can use a Veil: torture does exist, but
if it happens to be in scene, the details will not be described, and no one will be forced to play
the situation. Integrate the Veil in scene as a sort of “fade to black” technique in a movie, or like
someone pushes the “fast forward” button on a television remote control.
It is essential to point out to those playing with you if there is any subject you are uncomfort-
able with or any topic you absolutely want to avoid. Stop the game, integrate it in the scene
like someone pushes the “stop” button on a television remote control, and call for a line or a
veil: the well-being of each player is so much more important than the game itself.
Also, remember that Cowboy Bebop is a work with mature themes, but never morbid or
photographic about violence and always focused on keeping the story well-paced, engaging,
and enjoyable.
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BOUNTY HUNTERS
The first thing you need to do to play the game is to create your own
Bounty Hunter with a quick version of the rules.
Although you can create (or choose) your own Bounty Hunter, we
suggest you follow the crew creation path together, exchanging ideas
and comparing notes with each other.
HOW TO PLAY
Cowboy Bebop Roleplaying Game is, well, a tabletop roleplaying game,
meaning that there is a game structure paired with a tale: the players
will take turns playing by the rules and telling the tale, explaining how
the game results reflect in the fiction, knowing that what happens in
the game influences the fiction and what happens in the fiction influ-
ences decisions within the game.
All but one players take the role of Bounty Hunter or BH: each one
of them will have a Character sheet describing both a character of the
fiction and a set of game rules specific to that character. That BH will
use these rules to play the game, taking decisions over how their char-
acters act, think and feel. Will your characters capture the bounty or
they’ll take their side? That’s the BH to decide.
One player takes the role of the Big Shot: he’s in charge of the setting,
the environment and of every character other than the ones of the
BHs. While the BHs should show their characters through actions
and decisions, the Big Shot should set these decisions up present-
ing interesting situations with difficult choices. The bounty can be a
merciless killer or an oppressed victin seeking for revenge: it’s the Big
Shot’s job to make it up.
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OVERVIEW
The game is organized in sessions, pretty much similar to episodes
of an anime or a serial: each one is about the characters hunting a
bounty, finding out something about the bounty and about them-
selves, showing their characters in a tale filled with action and wonder,
fights and dialogues, introspection and chases.
You’ll need 2-3 hours to make a session, but it can take far less for an
action-packed one or slightly more if the mood is more noir or if you
are not familiar with the rules.
To achieve their goals the characters will take action, getting the
outcome with tests, which will reward two game currencies: hits,
handled by the Bounty Hunters, and shocks, handled by the Big
Shot: spending these currencies will make the objectives closer…
and the dangers aswell.
You will need some 6-sided dice (D6, from now on) to play, usually 8
are enough. You’ll also need something to write stuff on: pen&paper,
electronic devices, anything you are comfortable with will do. This
quickstart has character sheets to quickly set up an example session.
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TESTS
The story you will tell is made by moments of play in which a character faces a risk that will
generate new story twists, good results, and interesting (or dangerous) consequences: the out-
come of these risky actions is obtained by Tests.
A Test might involve a specific action, such as getting someone to talk and reveal a secret, or
have a broader effect on the fiction, such as defeating a whole group of henchmen. A Test
shows how effective the actions of a character are and what consequences these actions achieve
and demand.
Tests represent situations whose outcome is not a foregone conclusion, and the risk to which
the Bounty Hunter is exposed may be more or less severe depending on the circumstances. All
Tests always have an uncertain outcome (there is no point in attempting a Test just to drive a
car in regular Mars traffic) and some kind of possible unexpected negative consequence (there
is no point in attempting a Test that presents no risk and where the most that can happen is
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that nothing happens). If these conditions do not apply and the action
isn’t blatantly impossible, the character just succeeds and the story
goes on to a real challenge.
The result of a Test is the creation of two game currencies: hits, usu-
ally up to two, which the Bounty Hunter spends to achieve or getting
closer to an objective, and shocks, which the Big Shot spends to make
things more interesting by making actions harder or to bring dangers
and failures closer and closer.
The BH starts narrating the action, putting on stage some traits (see
below) from the character’s chosen approach. Each trait will increase
the character’s involvement, increasing the number of dice rolled, the
chances of success - and of problems.
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EXAMPLE
Big Shot: “You need to get to the bounty before she enters the
caveau in the villa of the crime boss. There is a bunch of armed and
quick-trigger security guards to pass before you can get inside the
villa. What do you do?”
Blues approach: “Marcus gets a puff from his cigar and starts remem-
bering his time with the bounty, trying to remember an old trick that
she has used to get inside the villa to use himself aswell”
Jazz approach: “‘I’d like not to spill any blood, especially mine!’ said
John, taking his tech-binoculars to scan the area looking for a sec-
ondary and less guarded entrance”
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BUILDING THE DICE POOL
The BH creates a pool of D6:
• The baseline is a number of D6 equal to the number of the
actual tab (1 to 3)
• Add one D6 for each trait from the approach that was involved
in the fiction setup
HITS’N’SHOCKS
Roll the dice, sum the results of all dice.
The Test will also produce a number of shocks equal to the number of 1s.
The BH can push the roll, taking two extra shock to get one of the hits
the test didn’t already get.
Now, if there are no shocks, add one. Every test will always result in at
least one shock so BHs should consider this when deciding to push.
The BH can then remove one shock wounding a trait and one marking
a bullet (see below).
At this point the Bounty Hunter will spend the hits, while the Big
Shot will spend the shocks.
Both can be spent to alter the difficulty of the tab for the following
Tests: one hit lowers the difficulty by one, one shock increases it by one.
Finally, the BH tells the story of how the character gets the results -
and the wounds - with the Big Shot that tells how the shocks affect
the fiction.
EXAMPLE
BH went for the Dance approach in the previous example, it’s the
second tab, so the pool is three dice: two dice for the tab and one for
the Steel Tear trait.
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BH rolls a 5, a 4, and a 2, for a total of 11: the difficulty of the tab is 10,
so there is one hit. There weren’t 6s, so she can push the roll to get that
extra hit. Pushing means getting two shocks too, but the BH would get
one anyway so it’s just one extra shock: the BH decides to push.
The BH then removes one shock wounding the Steel Tear trait, so it’s
two hits and one shock. The BH puts both hits to pursue the bounty,
whilethe Big Shot can spend his shock to increase the difficulty of the
tab or to get the bounty closer to the caveau - after thinking a bit the
shock goes to increase the difficulty.
BH: “It’s quite the fight but after some seconds the guards are down and my
character is facing them, Steel Tear covered in blood. That image shakes her
too much and she will not be able to use her katana for a while”
Big Shot: “Excellent. There was some screaming and that raised the atten-
tion of anyone inside the villa, so your actions will be harder.”
…WANNA BET?
If the BH doesn’t like the result of the Test, they can take a Gamble,
making the roll again with one extra dice.
If the new roll gets two hits the first roll is ignored and the new roll
gives the result.
If the new roll gets one or no hits, you mark a trait from the Test with
a double slash: you can’t use that trait until the end of the session, when
the trait is finally recovered.
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CLOCKS
Clocks are a tool to set up in a clear way how escaping the building, a patrol finding them
close a turning point is. where they should not be, can be filled by
the Big Shot spending shocks. That will give a
Clocks are usually circles divided in 4, 6 or sense of impending doom that will keep the
8 segments (called 4-clocks, 6-clocks, and game running.
8-clocks, in short) and they are linked to an
event. Hits and shocks can be spent to color one A clock means “you need to tell that much
segment of a clock (“tick a clock”) and, when story to do that thing, not more, not less”.
all segments are filled, the event happens.
For each tab, the Big Shot should set up a
They can be used to set up objectives: if the clock for the main objective of the charac-
BHs want to achieve something meaningful ters and a clock that means the failure of
they will need to spend hits to fill a clock the tab. Any player can ask to open a clock
for that. for a secondary objective - the Big Shot
has the final call. Remember: if you open
Clocks can be used to build up pressure too: a clock and you don’t close it by the end of
a clock linked to an event the characters want the tab, whatever it was meant to happen
to avoid, like a bomb exploding, their bounty will not happen.
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Remember the golden rule for clocks: never twists happen and the BHs can decide to
go back! Nothing can erase segments from change their objectives…
a clock. If someone wants to stop that said
bomb from exploding they’ll need to fill a dif- EXAMPLE
ferent clock called “the bomb is defused” which In the example above, there are two clocks on
will remove the first clock from the game. the tab, one is “the characters find the bounty”
which will result in a success for the charac-
Note: usually the BHs spend their hits to fill ters, and the other is “the bounty gets inside
the clock of their objective and the Big Shot the caveau”, which is the failure of the tab.
spends shocks to fill the clock of the failure BH spent two hits to fill two segments of the
- but that’s not set in stone. Sometimes plot first clock.
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BOUNTY HUNTERS
As previously mentioned, all players but one will take the role of Bounty Hunters, or BH.
Each BH will have a character assigned and the BH will decide how that character will act or
react, choosing which approach and resources to use, and their role in fiction. Each character
has a character sheet describing traits and other rules.
TRAITS AND
APPROACHES
Your character begins with four traits, iconic items or aesthetic elements of the character, writ-
ten in various hexagons on the character sheet. Each hex is referred to one of five approaches
related to how the character is operating. More traits in an approach will make actions made
with that approach more likely to succeed - and more likely to make things interesting.
You can also wound traits to remove shocks from a test marking a trait used in the test with a
a slash or a duble slash. You can’t use a wounded trait on a Test.
You can clear up to two wounds taking disadvantage on a test: put the wounds in the descrip-
tion when you set the fiction, roll one extra dice and remove the die with the highest result.
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…WAIT, PETS?
You can also choose to make something unusual and play a pet,
a non-human character. Everything works out pretty much the
same but your selection of iconic items can be a bit narrow.
GROOVE AND
RHYTHM
Your character has a feature, the Groove, which isn’t related to any
approach and it’s chosen from a list at character creation. The Groove
describes a field which your character is particularly adept in and has a
special rule that changes how the game works for your character. Maybe
you can use traits from different approaches or you can get extra hits in
a Test with strange dice combinations. The Groove changes the rules to
reflect how your character is special: use it to show off !
Your character also has Rhythm, a resource you can spend to get spe-
cial effects. Once during the session, you can also spend Rhythm to get
a single hit without a roll because of your Groove.
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You can spend Rhythm to help others from the second tab (3, 2, 1)
on, giving them advantage and clearing a wound on one of your traits.
Advantage means rolling one extra dice and removing the lowest one
from the roll.
You begin a Session with 1D6 Rhythm. Every unspent Rhythm at the
end of a session is wasted. If you roll a 6, you get to choose the music
genre of the session.
EXAMPLE
Spike has the “Faster than the eye” Groove, which allows him to
use his Jazz traits for Rock and Dance tests. Also, he can spend one
Rhythm to get a hit with a stunt that shows his extreme quickness, like
pickpocketing unseen a vial of Bloody Eye from an enraged Asimov.
MEMORY AND
BULLETS
Finally, your character has a special trait, the Memory, linked to a
6-clock represented by the Bullets in the barrel of a gun. The Memory
is an unsolved story from your character’s past that will knock at the
door, eventually.
You can also mark a bullet to remove a single shock from a test. But
beware! When your barrel is filled and you mark your last Bullet
something bad will happen: the current tab will fail because some-
thing from your past has come up to catch you and made everything
worse for everyone.
CHECK-CHECK-CHECK-CHECKMATEEEE!
Anyway, prepare yourself: when the barrel is full the next session will
be about your character’s very own story!
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BIG SHOT
One player will take the role of Big Shot.
The Big Shot doesn’t have an assigned character but moves every other
character in the story. The Big Shot introduces each Tab describing
the situation, spending the shocks to set it up and making things inter-
esting, dangerous and feral.
Each story should be about a Bounty that the characters are after and
that will reveal something about themselves or the world. There are
other kinds of session, to focus more on a specific character or bizzarre
events - sometimes it will be about leftovers in the fridge, but we’ll
talk about that another time.
PREPARATION
To move a Session you’ll need to setup a Bounty Sheet where you have
outlined rules and characteristics of the Bounty, clocks for Tabs objec-
tives and more. In this quickstart there is a Bounty Sheet ready to play.
At the beginning of a Tab you set the difficulty spending some Risk
Points, increasing the base difficulty by one for each Risk Point you spend.
Each Tab has special ways to spend Shocks you get from the Tests, usu-
ally giving you more stashed Risk points, ticking clocks, activating the
Bounty’s Groove, and more. You can always spend 1 Risk point to add
an extra Shock as a result to the roll.
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BOUNTY:
GROOVE & GENRE
Each session usually comes with a Bounty, which our characters are
set to capture to get nice and sweet Woolongs. The Bounty comes with
a Groove, a feature that comes into play in different ways during the
Session, and five possible secrets, one for each approach.
The Bounty’s Groove shows something that makes the Bounty dan-
gerous or peculiar.
You can activate the Bounty’s Groove spending a single shock in the
Smooth talk tab, filling a 4-clock in the 3, 2, 1 tab and a 6-clock in
Let’s jam!.
Usually, but not always, in Let’s jam! the activation of the Bounty’s
Groove is the same clock that means failure - sometimes, anyway,
that doesn’t fit with the story you told during the session so don’t
worry, do as it seems fit: no one can really predict what story you will
tell, and that’s great.
The Bounty also has a secret, the big reveal of the Session: this is
created by choosing the musical genre of the Session and assigning
the title. Choose a musical genre and select up to two approaches that
fit best that genre: this will set the big reveal for the Let’s jam!. Also,
the mood and style of the Bounty should reflect the choice: a rock
approach should call a Bounty that puts characters under great pres-
sure, a blues one should call for introspection and so on.
TAB SETUP
At the beginning of every Tab you should spend Risk points to increase
the initial difficulty by 1 for each Risk Point and introduce the story
as per the Tab instructions, them being “Smooth talk”, “3, 2, 1” and
“Let’s jam!”.
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SMOOTH TALK
I think it’s time we blow this scene. Get everybody and the stuff together
The first Tab is about setting the initial scene, • The Big Shot can lift the “minimum 1
introducing the characters and the Bounty. shock” for each roll until the end of the tab
At the beginning of the Session each charac- During this Tab:
ter is pretty much on their own. Stakes are • Every Dice Pool has a base of one D6
low - as is their involvement. • Base difficulty is 5
• The BHs can spend Rhythm
Usually in this Tab: - To showoff with their Groove
• There is a small slice-of-life scene of • The Big Shot can spend Shock from tests
free play, not handled by rules, useful - To impose disadvantage on the
to show relations and to give the BHs next test
opportunity to put a subject or a theme - To immediately activate the
as interesting for the Session Bounty’s Groove
• You play the “intro”, during which - To tick any clock, usually the
each BH rolls for Rhythm and can ask failure’s one
for more giving extra Shocks to the - To bank them as Risk Points
Big Shot
• The Big Shot declares the title of the If this tab is completed successfully, the char-
Session and introduces the Bounty acters obtain some information about the
• The Big Shot sets up the difficulty (base bounty: the BHs can ask a question about the
is 5) and puts the characters straight Bounty and the Big Shot will answer except
into action if the question is about the secret.
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3, 2, 1
After the first basic investigation, the char- PLOT TWIST AND CHOICES
acters should be more involved: they know If both the Smooth talk Tab and the 3, 2,
someone, their ship is endangered, someone 1 Tab are successfully completed the BHs
is getting hurt. This involvement makes it should acknowledge a major information
easier to push and obtain results despite more about the Bounty, usually the secret, and
obvious dangers, and puts them in the posi- this should put them on a choice. The out-
tion to see the heart of the problem. come of that choice is the setup for the
final showdown.
During this Tab:
• Eevery Dice Pool has a base of two D6 If they didn’t succeed, that major informa-
• Tab difficulty starts at 10, minimum 9 tion will be revealed halfway during the
• The BHs can spend Rhythm Let’s jam! Tab: the characters can recon-
- To showoff with their Groove sider their actions and change the course
- To help another BH on a Test, of the events, but this plot twist can mean
granting advantage on their roll - the they will need to complete a new and dif-
helping character can remove a wound ferent 6-clock to succeed - and the old one
• The Big Shot can spend Shock from tests can become something the Big Shot can
- To impose disadvantage on the next test spend shocks on…
- To tick any clock - activating the
Bounty’s Groove requires a 4-clock
- To bank them as Risk Points
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LET’S JAM!
The stakes were raised, it’s time for the final - Help another BH on a Test, granting
confrontation: the characters should act to advantage and the use of the Grooves
catch or help the Bounty, while facing dan- of both characters - the helping
gers and personal dilemmas. character can remove a wound
• The Big Shot can spend Shocks from tests
During this Tab: - To impose disadvantage on the next test
• Every Dice Pool has a base of three D6 - To tick any clock - activating the
• Tab difficulty starts at 15, minimum 13 Bounty’s Groove now requires a
• The BHs can spend Rhythm 6-clock
- To showoff with their Groove
LESSON-LESSON:
IF YOU SEE TWO PEOPLE HELPING EACH OTHER,
TELL-TELL GRIND-GRIND PAY-PAY BYE-BYE!
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SEE YOU SPACE
COWBOY
Time to wrap it up and set a conclusion. Each BH should get the
chance to show how the Session has affected their characters.
Note: character development is not about filling all traits but about
facing their past. Rules on character’s past, weights, and many more
aspects of the game are in the complete rulebook.
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QUICK SETUP
CHARACTER
CREATION
(FOR BHS)
• Each BH gets a character sheet, each character sheet has one of
five different grooves
• Each BH chooses a concept, a general description of the
character, and a Memory, writing it as the title of his backstory.
You don’t need too many details, leave room for development.
You can find below a table of suggestions if you need some hints.
• Each BH chooses four traits for their character and puts each
item in a free slot, max two for a single approach. The table of
suggestions lists some trait for each concept and memory.
• Each BH gives a name to the character’s ship and creates a
special equipment as a trait for it
• Each BH gives a name to their own character
• Enjoy the game with the other players
SESSION SETUP
(FOR THE BIG SHOT)
• Read the groove and the secrets of the Bounty
• Play the slice-of-life part to introduce the session’s subject
• Let the BHs roll for the Rhythm - any BH that rolls a 6 can
choose the genre the session, influencing the secrets and the
Groove of the Bounty
• Give the session a title, following the musical genre.
• Enjoy the game with the other players
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SUGGESTIONS:
TRAITS
1. Flashy necklace
2. Rifle
3. Old Revolver
4. Mirrorshades
5. Handgun
6. Mask
7. Flask of scotch
8. Notepad
9. Pack of cigarettes
10. Cyber-prostethic
11. Vial of red-eye
12. Blue blazer
13. Brass knuckles
14. Hidden blade
15. Lockpicking device
16. Companion animal
17. Sharp Katana
18. Hat
19. Magnum gun
20. Provocative clothes
21. Derringer
22. Datapad
23. Googles
SUGGESTIONS:
MEMORIES
• My old clan is looking for me
• My family is no longer with me
• I was a cop
• I don’t remember my past
• I was left alone
• Escaped that laboratory
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Concept Suggested Traits
Brute Bandana, Flashy necklace, Rifle, Muscolar Body
Detective Cigar, Flask of whiskey, Notepad, Deep black eyes
Ex Cop Old badge, Old Revolver, Mirroshades,
Cyber-prosthetic
Ex Mobster Elegant dress, brass knuckles, Frightening Scar
Former Handgun, Sea Rat’s Mask
Terrorist
Gunslinger Handgun, Pack of cigarettes, Quick fingers
Pet Collar, Soft fur, Puppy eyes
Sheriff Hat, Magnum gun,Strong accent
Socialite Derringer, Provocative dress, Charming smile
Techie Datapad, Goggles, Shabby red hair
Weirdo Katana, Unusual animal, Vial of red-eye
GROOVES
• “Faster than the eye”: can use jazz traits for rock or dance tests
• “Loose handcuffs”: can use tango traits for dance or jazz tests
• “Out of the box”: take one shock to turn a 2, 3, 4, or 5 result on
a die to a 6
• “Against the odds”: when rolling with disadvantage every couple
of dice with the same number counts as an extra hit (beyond the
usual two)
• “Utter determination”: when rolling with disadvantage you can
use wounded traits as they weren’t wounded
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BOUNTY: TED BOWER
Ted is a terrorist who hides explosives inside harmless objects to destroy his targets.
GROOVE:
MASTER EXPLODER
Fiction: Ted has a bomb hidden wherever it’s more convenient and he’s ready to make it blast
at the right time.
Game: when activated, every test with the approaches used to set the genre of the session roll
one less die (Ted is really good in these approaches), and every test with a different approach
gives a minimum of two shocks (because the explosions are dangerous and effective).
SECRETS
• Rock: The mayor killed Ted’s family
• Dance: the Chief Police Officer killed Ted. At least, that’s what everybody thinks…
• Blues: Ted has a grudge against capitalism, but it’s reasons will remain undiscovered
• Tango: Ted is in love with the wife of the local kingpin and they are planning to
escape together
• Jazz: A rich philantrope was Ted’s partner in crime and stole all the money from himm
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TIPS
• Open the first Tab activating the Groove and give the BHs an
explosive playground
• Ted can get a hostage on a booby trap
• Give a meaning to the objects Ted places the bombs in, even if
it’ll not be revealed
• If the genre uses two approaches, adjust merging characters or
make them allies against Ted
or
1. The crew gets really close to catch Ted, but a rival bounty hunter
or group meddles with them
2. The crew follows the trail but so does the rival and there is a fight
3. At the final showdown the crew solves the rivalry while the
bounty… wait, where is Ted?
Anime reference: to play the character from the anime you need the
Blues genre and a creative use of clocks as alternative objectives to
represent the efforts of an enemy bounty hunter. Bombs are hidden
in teddy bears.
LESSON-LESSON:
IF YOU SEE A MYSTERIOUS STRANGER,
FOLLOW HIM.
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WHO: Theodore Bower GROOVE: Master Exploder
Ted knows how to place and detonate
WHAT: Teddy bear bombs bombs for maximum strategic effect.
When activated:
WHERE: Station / Bank / City Hall STYLE tests roll one less die
NON-STYLE tests always grant one shock
WHEN: Mayor’s Grand Ball
K S Z
C E Z
O U A
R L J
B
E O
C G
N N
A A
D T
BOUNTY HUNTER (BH): the player who HARD WOUND (X): mark a trait with a
plays a Character. double slash as result of a Bet not giving two
hits or some failed session. Hard wounds can’t
CHARACTER: one of the protagonists of the be removed during a session.
story, the character played by the BH.
HELP: see Advantage.
CHARACTER SHEET: the Bounty Hunter’s
ID, describes the character in the fiction and HIT: in a Test you get one Hit if the sum of
their set of game rules. the dice rolled is equal or greater than the Dif-
ficulty of the Tab. If at least two 6s show up,
CLOCK: every Tab has its own clock, as well you obtain another Hit. Max two Hits per roll.
every secondary objective, and in order for BH can spend Hits to progress the Tab, to low-
chaacters to be successful, the player should fill er the Difficulty of the Tab or to fill a segment
these clocks. Clock can be divided in 4, 6 or 8 of a Clock.
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LINES AND VEILS: define Lines and Veils of SHOCK: in a Test you get a number of Shocks
the players before starting. Use Lines to specify equal to the 1s rolled. Big Shot can spend it at
topics you don’t want in the story. Use Veils to the beginning of a Tab to increase the initial
specify topics you want “faded to black”. Difficulty. Big Shot can always spend Shock
Big Shot to impose Disadvantage on the next
MARKING A BULLET: see Memory and Bullets. Test or can spend Shock following the spe-
cial rules noted on each Tab Typology. Unused
MARKING A TRAIT (X): a Trait marked Shocks can also be banked as Risk Points for
with a double slash can’t be used until the end of later use.
the session, and will be recovered only after the
end of that Session. SOAK SHOCK: you can remove Shock in
two different manners: marking a Bullet on the
MEMORY AND BULLETS: a special trait Memory or Wounding a Trait. You can remove
linked to a 6-clock on the Character sheet repre- two Shock doing both the options.
sented by the Bullets in the barrel of a gun. Mark
one Bullet to use the baggage of your character’s TAB: represent the development of the story.
unsolved story, increase the Dice Pool of 2, and You need Hits to complete a Tab. Each Tab has
emotionally involve your character in the story. a Difficulty. Big Shot can spend Shock to in-
Mark a Bullet to Soak Shock. Prepare yourself: crease the Difficulty of a Tab or following the
when your barrel is filled, something from your special rules of each Tab Typology.
past has come to catch you. The next session will
be about your character’s very own story! TAB TYPOLOGY:
• Smooth Talk: where you set the initial
RISK POINT: a resource the Big Shot can stash scene, introduce Characters and the Bounty.
and spend at the beginnig of a Tab to increase the Tab Difficulty starts at 6. Dice Pool has a
initial difficulty of the scene and during an action Base of D6.
to add one single shock to the result. • 3, 2, 1: the Characters get more involved,
they can see the heart of the problem and
RHYTHM: spend a Rhythm to give Advantage subsequent dangers. Tab Difficulty starts at
to another character and then clear one of your 6. Dice Pool has a Base of two D6
Wounded Trait. Once a session, spend one to get • Let’s jam!: it’s time for the final confronta-
a single Hit motivated by your Groove. You start tion. Tab Difficulty starts at 15. Dice Pool
the session with 1D6 Rhythm (unspent is wast- has a Base of three D6
ed); BH can ask for more, max one, giving one ex-
tra Shock to the Big Shot for each extra Rhythm. TEST: moments of play in which a character
faces a risk. To make a Test choose the Ap-
SESSION: an episode of your collective sto- proach and set the fiction. Then build the Dice
ry, setupped in the Preparation, divided in three Pool, roll, and determine Hits and Shocks.
different Tab Typology, that end with a finale
named “See you space cowboy”. TRAIT: is written in a hexagon on the Char-
acter sheet. Each hex is referred to one of five
SESSION SHEET: where you track the de- Approaches.
velopment of the story and the Tab that you’re
playing. The sheet is useful to track the Difficul- WOUNDING A TRAIT (/): wound a Trait
ty of the Tab, how close you are to the end of a to Soak Shock, marking the Trait with a slash.
Tab, the base Dice Pool of every Tab, and the Until you take Disadvantage in a Test to clear
special rules of a Tab. the wound, you can’t use that Trait on a Test.
35
SESSION:
DIFFICULTY TAB SUGGESTED TRAITS
SMOOTH TALK
8
3, 2, 1
9
Target Secondary Danger BH - Help:
10 Target any BH can spend 1
Rhythm to help the action
of another BH.
11
Roll one more dice, remove
the lowest scoring one.
12
Bounty’s Groove:
13 spending 1 risk gets 2 extra
shock
14
LET’S JAM
15
Target Secondary Danger BH - Jammin’:
16 Target as Help, but the acting BH
can use the helping BH
17 Groove on the roll
18 Bounty’s Groove:
as above and also 1s on the
19 roll give 2 shocks
20
36
SEE YOU SPACE COWBOY
Tell together the ending of the story: the Big Shot tells about the Bounty, the BHs tell what
their characters do to reflect their reaction.
• Success: each BH can get a new trait or change a weight into a trait
• Failure: one BH gets a weight (like a trait, underline it, you can’t use it)
• Personal failure: if a character marks all his bullets, that BH marks a hard wound on a
trait that will remain for the next session. The next session is about that character’s past.
37
THE BIG SHOT
You play the Big Shot: your role in the game is to describe the scene, put challenges to the char-
acters and be a fan of their stories.
You handle the flow of the game, transitioning from one part to the other, and answer to ques-
tions about the environment and the other characters of the story. If getting the answer can put
the characters in trouble, it’s time to roll an action!
FLOW
3 SEE YOU
INTRO TAB SETUP TAB PLAY
SPACE COWBOY
1, 2
38
HOOKS AND COMPLICATIONS
Rock Blues
Smooth Talk Obj: chase him! Obj: find out the clue
Danger: the station collapses Danger: there was a second
bomb!
3, 2, 1 ... Obj: Find out what was stolen Obj: Find out what was stolen
Sec Obj: save the hostages Sec Obj: save the hostages
Danger: Boom! Danger: Boom!
Let’s Jam! Obj: Get inside the mayor’s house Obj: talk him out of his actions
Sec Obj: find out the hidden treasure Obj: kill the bounty
Danger: Boom boom Danger: Boom boom
RISK
TOUGH CHOICES: If the BH really wants something, you can offer them:
“I’ll do that if you BET”.
Put them at greater risk for heartfelt rewards.
39
ROCK
Secret: the mayor killed the bounty’s family and he wants revenge. It’s up to you if the family
was kidnapped instead and if the bounty knows that.
SMOOTH TALK
Throw the characters straight into action!
“The explosion is huge and the docks you just landed on start crumbling, while the people all
over the bay area start screaming in panic and running away. You can see someone on the roof
of the port authorities building which resembles a lot like the bounty you saw on TV. Money
are there, just over the fire!”
The bounty will escape at the end but they will snatch something valuable off him leading to
the bank
3, 2, 1
“As you enter the bank everything seems pretty normal but, suddenly, all the lights turn red
and the floor under the feet of many people clicks and lowers a bit. “I’m sorry for the incon-
venience - a voice says on the speaker - I placed explosive booby traps in some places around
the building and someone seems to have stepped on’em. Please, don’t move, the cops will come
soon and will save you. Probably. Just, please, don’t move”. The speaker clicks and everyone is
paralysed in terror, some people on a pressure plate starts crying.”
In the end, did the bounty really placed explosives under the people or it was a trick?
The characters will find a single clou, directing them to the mayor’s villa.
LET’S JAM
“The mayor’s villa is large and well-guarded. You know your bounty is there, you just have to find
out why. The guards of the villa are weird: you recognize a bandit when you see one. Getting in
will not be easy as a walk in the park”
Be ready to the final confrontation. The hidden treasure can be anything you seem fit, from proof
of the crimes committed by the mayor to the Bounty’s kidnapped son. Let’s find out where is
the line for the characters.
40
BLUES
Secret: the bounty is fighting against capitalism. His reasons are unknown.
SMOOTH TALK
Time for an investigation
“There is a big bounty in this place: a bombing maniac that keeps destroying big buildings in the
city. The last explosion happened at the docks and you are there now, hoping to find a fresh trail.
There are still people trapped under the ruins and the cops there are trying to search the scene of
the crime. Both medics and cops will not like your interference”
In a way or another they will snatch something valuable off him leading to the bank. If some-
thing went bad, they will be held responsible for the explosion.
3, 2, 1
“As you enter the bank everything seems pretty normal but, suddenly, all the lights turn red and
the floor under the feet of many people clicks and lowers a bit. “I’m sorry for the inconvenience
- a voice says on the speaker - I placed explosive booby traps in some places around the building
and someone seems to have stepped on’em. Please, don’t move, the cops will come soon and will
save you. Probably. Just, please, don’t move”. The speaker clicks and everyone is paralysed in ter-
ror, some people on a pressure plate starts crying.”
In the end, did the bounty really placed explosives under the people or it was a trick?
The characters will find a single clou, directing them to the Szornov Tower.
LET’S JAM
“The Szornov Tower is the tallest building in the city, a symbol of the wealth and power of the
great companies that really rule the city. The view from the roof is stunning but that is not what
catches your eye. Your Bounty stands in front of you, smoking a cigarette. “Welcome. I’d tell you
to get away, but I’m afraid it can be too late for that…”
The bomb is ticking and it’s up to the character to find a way to stop the explosion. They can talk
him out of this madness, they can kill him and take the remote command from his very dead
body or… well, do what they think is right.
41
THE BOUNTY HUNTER
You play a character in a story, as the other players but the Big Shot. The Big Shot will describe you
a scene, tell the others what your character will do in that scene taking an ACTION. Be awesome.
Wanna show your wounds? put something from your memory in the action and describe your
character involvement
Wanna show your past? Put up to two wounded traits in the description
SMOOTH
EACH
TRAIT
3, 2, 1 +
LET’S JAM 1 X
42
Wanna show your wounds? Take one extra dice
Wanna show your past? mark a bullet and add 2 dice
REMEMBER: if you mark all your bullets the session will go awry for your characters
(you can be amazed, though)
Wanna show your wounds? Before counting, remove the highest scoring dice
5. SPEND RESULTS
Spend hits to lower the difficulty (1 hit = -1 difficulty) or to tick a clock (1 hit = fill 1
sector)
Spend shocks (if there are no shocks, add one now and spend it):
HARD WOUND
GROOVE & RHYTHM!
The Groove on your character sheet will make you change some of these rules to your
advantage. Remember to use it!
You have Rhythm you can spend whenever you want once to get an automatic hit
because of your groove. The current tab can let you spend Rhythm in other ways,
check out how!
X
WANNA BET?
If you don’t like the result, IGNORE IT: bet one of your traits and repeat the roll with
one extra dice.
If you don’t both beat the difficulty and get two 6s, mark a hard wound on the trait
you bet. You can’t remove hard wounds during a session.
Then, anyway, use the new result. MARK A BULLET
43
CHARACTERS SHEET
Here you can find the character sheet to create your own Bounty Hunter,
or take advantage of the five pregen characters we have designed for you!
44
NAME: MEMORY:
CONCEPT:
S
E
U
K L Z
C B Z
O A
R J
E O
C G
N N
A A
D T
E
V IP
O H
O S
R
G
CONCEPT:
Veteran Gunslinger
S
E
U
K L Z
C B Z
O A
R J
Long Blonde
Hair Cowboy Hat Old Revolver
E O
C G
N N
A A
D T
Cigar
E
V IP
O H
O S
R
G
“Battleaxe”
Faster than the eye:
can use jazz traits
Assault Ship
for rock
or dance tests
Plasma
Cannon
CONCEPT:
The Elder
Hardened
Combat Suit
S
E
U
K L Z
C B Z
O A
R J
Brass Knuckles
E O
C G
N N
A A
D T
Goggles Datapad
E
V IP
O H
O S
R
G
“Oldie”
Utter determination:
when rolling with Tanker Ship
disadvantage you can use
wounded traits as they
weren’t wounded
Roomy
Custom
Container
CONCEPT:
Former Mobster
S
E
U
K L Z
C B Z
O A
R J
Stockpile of
Instant Noodles
E O
C G
N N
A A
D T
Aikido Martial
Style Derringer Mirroshades
E
V IP
O H
O S
R
G
“Lucien III”
Loose handcuffs:
can use tango traits for
Support Vessel
dance or jazz tests
Ion Powered
Shields
CONCEPT:
Space Samurai
S
E
U
K L Z
C B Z
O A
R J
E O
C G
N N
A A
D T
“Pequeña”
the Condor Red lipsticks
companion
animal
E
V IP
O H
O S
R
G
“WHACK”
Out of the box:
take one shock to turn a 2,
Lander Pod
3, 4, or 5 result on a die
to a 6
Fast landing
system
CONCEPT:
Enhanced Octopus
S
E
U
K L Z
C B Z
O A
R J
My Third Octopus My Eight
Prosthetic Deep Eyes Prehensile
Enhanced Tentacles
Tentacle
E O
C G
N N
A A
D T
Lockpicking
Device
E
V IP
O H
O S
G
R
Against the odds: when
My Old
rolling with disadvantage Custom
every couple of dice with Spacesuit
the same number counts as
an extra hit (beyond the
usual two)
Body
Rockets