Monday, 25 May 2020

Cowboy Bebop RPG

Ok 3, 2, 1

Let’s Jam


Use my Bell Peppers and Beef money mechanic.

Starting Money:
1. 0
2/3: 1
4/5: 2
6: 3, must spend at least 1.

Start with one ship, spend 1 Money on smaller sub-ships (during character creation only - normally, ships are super expensive).

Can spend into negative numbers at any time - while in negative you are in debt and must complete missions to gain a positive Money score. (Positive Money score needed for any purchase.)

Call 1 Money “a couple thousand woolongs”.


Use a base of the GRAVEROBBERS system, with the following changes:

Characters have a fifth Odd, called Fortune. Your Fortune is the number on the other side of the die fro the value of your lowest Odd.
(Optional: reroll 1d6 for a new max fortune every mission, or each time you visit a fortune teller/online mystic/etc.)
Or:
(Optional: spend 1 Fortune to make a lucky thing happen. Do not restore spent Fortune.)

Crimes are now The Past. What did you do that you can’t escape from?

1. Syndicate. Revolver, +1 Violence
2. Lowlife. Knife, +1 Will
3. Cop. Metal arm or revolver, +1 Fortitude
4. Gambler. +1 starting Money score, +1 Finesse
5. Hacker. +1 Finesse, +1 Will
6. Drifter. Always reroll Fortune and take the higher

When Luck runs out, The Past catches up with you. Roll Fortune to survive (restore Luck and reduce max Luck by 1). If max Luck = 0 or you don’t survive... You gotta carry that weight.

Prep Phases are time spent aboard ship or in ports between jobs. Job Phases see you and your crew trying to apprehend bounty heads. Structure tends to be: get a hit on a general location and go there, investigate, locate, aim to apprehend leading to fight/chase/escape/scheme/peril.


Shucks Howdy! A Bounty Generator:

Draw from a full deck, or from your Prep Deck for extra spice (replace cards after)

1. Gambler, reward 2 Money
2. Lowlife, reward 1 Money
3. Crooked Cop, reward 3 Money if word doesn’t get out
4. Hacker, reward 2 Money
5. Con Artist, reward 2 Money
6. Joyrider, reward 1 Money
7. Eco-Terrorist, reward 3 Money
8. Ex-Syndicate, reward 3 Money
9. Syndicate, reward 4 Money
10. Someone from The Past...

Hearts: You know some key info
Diamonds: +1 Money for the reward
Clubs: Their weapons/loot are fair game
Spades: You’ve got a read on their ship

J: Draw again, -1 Money
Q: Draw again, -1 Fortune (each)
K: Draw again, -1 Money for the reward
A: Draw again, +1 Money for the reward


Main ship: 6 Hull (works as Luck, 1 Money for a full repair). Odds are Endure, Evade, Escape and Engage.

Sub-ships: work off the pilot’s Odds: Finesse to manoeuvre, chase and race, Violence to attack, Will to do something stupid that just might work, Fortitude when the ship could go down (succeed and keep flying - the ship will need 1 Money for a full repair either way)

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