TEXT: SPACE BOUNTY BLUES
  PLAYER’S NAME (PRONOUNS): 
  CHARACTER’S NAME (PRONOUNS):
  ALIAS:
  LOOK:
  FEATURE:
  SHIP’S NAME:
  EDGE:__________________
    
  (+1 to relevant rolls)
  TRAITS (assign: +1, +0, -1)
  HARD
   
  Harm with fist, foot, or weapon
   
  Resist force or fatigue
   
  Threaten with violence
  SHARP
   
  Read a person or a situation
   
  Notice an important detail or potential clue
   
  Reason with someone or through a problem
  SMOOTH
   
  Avoid harm or detection
   
  Manipulate with charm or dextrous coordination
   
  Maneuver a vehicle or around obstacles
  TROUBLE:
  CONDITIONS: 
  [FIRST CONDITION] 
  [SECOND CONDITION (TAKEN OUT)]
  SCARS:  
  [MARKED] 
   
  [BROKEN] 
   
  [DONE FOR]
  CREWMATES:
  HOLD:   
   
   
   
  STASH: 
  FLASHPOINTS:
  • 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
  SESSION STRUCTURE
  (1) INTRO
  • Where is your crew member? 
  • What are they doing? 
  • What does that tell us?
  (2) HEAD
  • Designate a target
  • Make a plan
  (3) SOLOS
  • Choose a LEAD (has narrative control)
  • LEAD chooses FOLLOW (creates obstacles & opponents)
  • Everyone else is the BACKING BAND (asks questions, makes suggestions)
  (a) Opening: Establish location and three key details
  (b) Tension: State goal, play out details, complications, and compromises 
  (c) Release: ROLL 2D6 +TRAIT, +EDGE and/or +STYLE (if applicable)
  12+: Success with bonus. +1 HOLD, +1 FLASH POINT.
  10-11: Success. +1 HOLD.
  7-9: Limited/costly success. +1 HOLD.
  6-: Costly failure. +0 HOLD.
  (4) HEAD OUT
  • Last soloist chooses final set piece and first actor. 
  • Introduce twist or callback for +1 HOLD (once per session)
  (a) Build-Up: ROLL 2D6 +TRAIT, +EDGE and/or +STYLE (if applicable)
  12+: Success with bonus. +1 HOLD.
  10-11: Success. +0 HOLD.
  7-9: Limited/costly success.  Spend 1 HOLD.
  6-: Costly failure. Lose 2 HOLD.
  You may choose to take a Condition for +1 to your result.
  (b) Moment of Truth: ROLL 2D6 +HOLD
  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.
  (5) TAG
  • Where’d you end up?
  • What are you doing?
  • How did this bounty change you?
  (6) STARS & WISHES
  (c) The Nerdy Paper Games of Rob Hebert, 2021
  Visit nerdypapergames.itch.io for more
  
SOURCE: textdata/thevault/Space Bounty Blues/space bounty blues one-sheet.pdf