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Space Bounty Blues One-Sheet

The document provides the structure and rules for a roleplaying game session where a space crew goes on a bounty hunt. The session is divided into an intro, solo performances by crew members, and an outcome section. Players each control a character and roll dice to overcome obstacles, with higher rolls leading to success and bonuses. The goal is to capture the target and earn credits or "stashes" to improve the crew's ship and gear.

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Jan Grisanti
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0% found this document useful (0 votes)
209 views1 page

Space Bounty Blues One-Sheet

The document provides the structure and rules for a roleplaying game session where a space crew goes on a bounty hunt. The session is divided into an intro, solo performances by crew members, and an outcome section. Players each control a character and roll dice to overcome obstacles, with higher rolls leading to success and bonuses. The goal is to capture the target and earn credits or "stashes" to improve the crew's ship and gear.

Uploaded by

Jan Grisanti
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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SPACE BOUNTY BLUES

SESSION STRUCTURE

(1) INTRO
PLAYER’S NAME (PRONOUNS): • Where is your crew member?
• What are they doing?
CHARACTER’S NAME (PRONOUNS): • What does that tell us?

ALIAS: (2) HEAD


LOOK: • Designate a target
FEATURE: • Make a plan
SHIP’S NAME:
(3) SOLOS
EDGE:__________________ • Choose a LEAD (has narrative control)
(+1 to relevant rolls) • LEAD chooses FOLLOW (creates obstacles & opponents)
TRAITS (assign: +1, +0, -1) • Everyone else is the BACKING BAND (asks questions, makes suggestions)
HARD (a) Opening: Establish location and three key details
Harm with fist, foot, or weapon (b) Tension: State goal, play out details, complications, and compromises
Resist force or fatigue (c) Release: ROLL 2D6 +TRAIT, +EDGE and/or +STYLE (if applicable)
Threaten with violence 12+: Success with bonus. +1 HOLD, +1 FLASH POINT.
SHARP 10-11: Success. +1 HOLD.
Read a person or a situation 7-9: Limited/costly success. +1 HOLD.
Notice an important detail or potential clue 6-: Costly failure. +0 HOLD.
Reason with someone or through a problem
SMOOTH (4) HEAD OUT
Avoid harm or detection • Last soloist chooses final set piece and first actor.
Manipulate with charm or dextrous coordination • Introduce twist or callback for +1 HOLD (once per session)

(c) The Nerdy Paper Games of Rob Hebert, 2021


Maneuver a vehicle or around obstacles (a) Build-Up: ROLL 2D6 +TRAIT, +EDGE and/or +STYLE (if applicable)
12+: Success with bonus. +1 HOLD.

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TROUBLE: 10-11: Success. +0 HOLD.
7-9: Limited/costly success. Spend 1 HOLD.
CONDITIONS: [FIRST CONDITION] [SECOND CONDITION (TAKEN OUT)] 6-: Costly failure. Lose 2 HOLD.
You may choose to take a Condition for +1 to your result.
SCARS: [MARKED] [BROKEN] [DONE FOR]
(b) Moment of Truth: ROLL 2D6 +HOLD
CREWMATES: 12+: Get bounty plus bonus. +2 STASH.
10-11: Get bounty. +1 STASH.
7-9: Break even. +0 STASH.
6-: It all goes wrong. -1 STASH.

HOLD: STASH: (5) TAG


• Where’d you end up?
FLASHPOINTS: • What are you doing?
• How did this bounty change you?
• Narrate a FLASHBACK or botch a roll to receive a FLASH POINT
• Spend a FLASH POINT to re-roll your dice or add +1 to a result (6) STARS & WISHES

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